mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Moves BLOCKHAIR flags to flags_inv
Moves BLOCKHAIR and BLOCKHEADHAIR flags to flags_inv
This commit is contained in:
@@ -46,8 +46,6 @@
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#define ONESIZEFITSALL 0x2000
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#define PHORONGUARD 0x4000 // Does not get contaminated by phoron.
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#define NOREACT 0x4000 // Reagents don't react inside this container.
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#define BLOCKHEADHAIR 0x4 // Temporarily removes the user's hair overlay. Leaves facial hair.
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#define BLOCKHAIR 0x8000 // Temporarily removes the user's hair, facial and otherwise.
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// Flags for pass_flags.
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#define PASSTABLE 0x1
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@@ -69,6 +67,9 @@
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#define HIDEEYES 0x4 // Glasses.
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#define HIDEFACE 0x8 // Dictates whether we appear as "Unknown".
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#define BLOCKHEADHAIR 0x20 // Hides the user's hair overlay. Leaves facial hair.
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#define BLOCKHAIR 0x40 // Hides the user's hair, facial and otherwise.
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// Slots.
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#define slot_back 1
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#define slot_wear_mask 2
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@@ -48,8 +48,8 @@
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name = "magus helm"
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icon_state = "magus"
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desc = "A helm worn by the followers of Nar-Sie."
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flags_inv = HIDEFACE
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flags = HEADCOVERSMOUTH | BLOCKHAIR
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flags_inv = HIDEFACE | BLOCKHAIR
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flags = HEADCOVERSMOUTH
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/culthood/alt
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@@ -49,8 +49,8 @@
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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body_parts_covered = HEAD|FACE
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siemens_coefficient = 1
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@@ -38,7 +38,7 @@
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name = "chaplain's hood"
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desc = "It's hood that covers the head. It keeps you warm during the space winters."
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icon_state = "chaplain_hood"
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD
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//Chaplain
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@@ -46,7 +46,7 @@
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name = "nun hood"
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD
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//Mime
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@@ -95,7 +95,7 @@
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name = "surgical cap"
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desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
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icon_state = "surgcap_blue"
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flags = BLOCKHEADHAIR
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flags_inv = BLOCKHEADHAIR
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/obj/item/clothing/head/surgery/purple
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desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
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@@ -56,7 +56,7 @@
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name = "hastur's hood"
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desc = "It's unspeakably stylish"
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icon_state = "hasturhood"
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/nursehat
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@@ -74,8 +74,7 @@
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)
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icon_state = "syndicate"
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desc = "A plastic replica of a bloodthirsty mercenary's space helmet, you'll look just like a real murderous criminal operative in this! This is a toy, it is not made for use in space!"
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flags = BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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siemens_coefficient = 2.0
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body_parts_covered = HEAD|FACE|EYES
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@@ -84,8 +83,8 @@
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desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
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icon_state = "cueball"
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item_state = "cueball"
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags_inv = 0
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/greenbandana
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@@ -109,7 +108,8 @@
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name = "justice hat"
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desc = "fight for what's righteous!"
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icon_state = "justicered"
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|EYES
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/obj/item/clothing/head/justice/blue
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@@ -202,7 +202,7 @@
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name = "witch costume wig"
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desc = "Eeeee~heheheheheheh!"
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icon_state = "witch"
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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siemens_coefficient = 2.0
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/obj/item/clothing/head/chicken
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@@ -213,7 +213,7 @@
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slot_l_hand_str = "chickensuit",
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slot_r_hand_str = "chickensuit",
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)
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.7
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body_parts_covered = HEAD|FACE|EYES
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@@ -221,7 +221,7 @@
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name = "bear pelt hat"
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desc = "Fuzzy."
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icon_state = "bearpelt"
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.7
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/obj/item/clothing/head/xenos
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@@ -232,8 +232,7 @@
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slot_r_hand_str = "xenos_helm",
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)
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desc = "A helmet made out of chitinous alien hide."
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flags = BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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siemens_coefficient = 2.0
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body_parts_covered = HEAD|FACE|EYES
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@@ -245,7 +244,7 @@
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slot_l_hand_str = "pwig",
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slot_r_hand_str = "pwig",
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)
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flags = BLOCKHAIR
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flags_inv = BLOCKHAIR
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siemens_coefficient = 2.0 //why is it so conductive?!
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body_parts_covered = 0
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@@ -125,8 +125,8 @@
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name = "carved pumpkin"
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desc = "A jack o' lantern! Believed to ward off evil spirits."
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icon_state = "hardhat0_pumpkin"//Could stand to be renamed
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flags = HEADCOVERSMOUTH | BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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brightness_on = 2
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light_overlay = "helmet_light"
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@@ -156,4 +156,5 @@
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desc = "You can hear the distant sounds of rhythmic electronica."
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icon_state = "richard"
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body_parts_covered = HEAD|FACE
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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@@ -3,8 +3,7 @@
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desc = "LOADSAMONEY"
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icon_state = "balaclava"
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item_state = "balaclava"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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flags_inv = HIDEFACE|BLOCKHAIR
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body_parts_covered = FACE|HEAD
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w_class = 2
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sprite_sheets = list(
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@@ -17,8 +16,7 @@
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desc = "Designed to both hide identities and keep your face comfy and warm."
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icon_state = "swatclava"
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item_state = "balaclava"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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flags_inv = HIDEFACE|BLOCKHAIR
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w_class = 2
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sprite_sheets = list(
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"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
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@@ -30,8 +28,7 @@
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desc = "Worn by robust fighters, flying high to defeat their foes!"
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icon_state = "luchag"
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item_state = "luchag"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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flags_inv = HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE
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w_class = 2
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siemens_coefficient = 3.0
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@@ -90,8 +90,7 @@
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desc = "A rubber pig mask."
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icon_state = "pig"
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item_state = "pig"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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flags_inv = HIDEFACE|BLOCKHAIR
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w_class = 2
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siemens_coefficient = 0.9
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body_parts_covered = HEAD|FACE|EYES
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@@ -101,8 +100,7 @@
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desc = "A mask made of soft vinyl and latex, representing the head of a horse."
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icon_state = "horsehead"
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item_state = "horsehead"
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flags = BLOCKHAIR
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flags_inv = HIDEFACE
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flags_inv = HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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w_class = 2
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siemens_coefficient = 0.9
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@@ -4,8 +4,8 @@
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icon_state = "capspace"
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item_state = "capspace"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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flags_inv = HIDEFACE
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flags = STOPPRESSUREDAMAGE
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flags_inv = HIDEFACE|BLOCKHAIR
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permeability_coefficient = 0.01
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armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
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@@ -37,7 +37,8 @@
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slot_r_hand_str = "syndicate-helm-black-red",
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)
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
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flags = BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
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flags = HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.6
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//how is this a space helmet?
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@@ -46,7 +47,8 @@
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.9
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//Space santa outfit suit
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@@ -55,7 +57,8 @@
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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item_state = "santahat"
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD
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/obj/item/clothing/suit/space/santa
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@@ -74,7 +77,8 @@
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icon_state = "pirate"
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item_state = "pirate"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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flags = BLOCKHAIR | STOPPRESSUREDAMAGE
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flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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body_parts_covered = 0
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siemens_coefficient = 0.9
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@@ -4,8 +4,8 @@
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/obj/item/clothing/head/helmet/space/rig
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name = "helmet"
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flags = BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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flags = HEADCOVERSMOUTH | THICKMATERIAL
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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heat_protection = HEAD|FACE|EYES
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cold_protection = HEAD|FACE|EYES
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@@ -6,7 +6,8 @@
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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flags = HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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flags_inv = BLOCKHAIR
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item_state_slots = list(
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slot_l_hand_str = "s_helmet",
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slot_r_hand_str = "s_helmet",
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@@ -8,9 +8,9 @@
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)
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desc = "A hood that protects the head and face from biological comtaminants."
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permeability_coefficient = 0.01
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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siemens_coefficient = 0.9
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@@ -47,9 +47,9 @@
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name = "bomb hood"
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desc = "Use in case of bomb."
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icon_state = "bombsuit"
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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siemens_coefficient = 0
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@@ -86,7 +86,8 @@
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name = "Radiation Hood"
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icon_state = "rad"
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desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
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flags = HEADCOVERSMOUTH|BLOCKHAIR
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
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@@ -116,19 +116,12 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_glasses()
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else if (W == head)
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head = null
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var/update_hair = 0
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if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
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update_hair = 1
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else if(istype(W, /obj/item))
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if(istype(W, /obj/item))
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var/obj/item/I = W
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if(I.flags_inv & HIDEMASK)
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update_hair = 1
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if(update_hair)
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if(I.flags_inv & (HIDEMASK|BLOCKHAIR|BLOCKHEADHAIR))
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update_hair(0) //rebuild hair
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update_inv_ears(0)
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update_inv_wear_mask(0)
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update_inv_head()
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else if (W == l_ear)
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l_ear = null
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@@ -144,7 +137,9 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_belt()
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else if (W == wear_mask)
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wear_mask = null
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if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
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if(istype(W, /obj/item))
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var/obj/item/I = W
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if(I.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR))
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update_hair(0) //rebuild hair
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update_inv_ears(0)
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if(internal)
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@@ -205,7 +200,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_back(redraw_mob)
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if(slot_wear_mask)
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src.wear_mask = W
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if((wear_mask.flags & BLOCKHAIR) || (wear_mask.flags & BLOCKHEADHAIR))
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if(wear_mask.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR))
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update_hair(redraw_mob) //rebuild hair
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update_inv_ears(0)
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W.equipped(src, slot)
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@@ -261,7 +256,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_gloves(redraw_mob)
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if(slot_head)
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src.head = W
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if((head.flags & BLOCKHAIR) || (head.flags & BLOCKHEADHAIR) || (head.flags_inv & HIDEMASK))
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if(head.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR|HIDEMASK))
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update_hair(redraw_mob) //rebuild hair
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update_inv_ears(0)
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update_inv_wear_mask(0)
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@@ -348,7 +348,7 @@ var/global/list/damage_icon_parts = list()
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return
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//masks and helmets can obscure our hair.
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if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
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if( (head && (head.flags_inv & BLOCKHAIR)) || (wear_mask && (wear_mask.flags_inv & BLOCKHAIR)))
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if(update_icons) update_icons()
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return
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@@ -364,7 +364,7 @@ var/global/list/damage_icon_parts = list()
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face_standing.Blend(facial_s, ICON_OVERLAY)
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if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
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if(h_style && !(head && (head.flags_inv & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
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if(hair_style && src.species.name in hair_style.species_allowed)
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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@@ -573,7 +573,7 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
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overlays_standing[EARS_LAYER] = null
|
||||
if( (head && (head.flags & (BLOCKHAIR | BLOCKHEADHAIR))) || (wear_mask && (wear_mask.flags & (BLOCKHAIR | BLOCKHEADHAIR))))
|
||||
if( (head && (head.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR))) || (wear_mask && (wear_mask.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR))))
|
||||
if(update_icons) update_icons()
|
||||
return
|
||||
|
||||
|
||||
@@ -73,7 +73,7 @@ var/global/list/limb_icon_cache = list()
|
||||
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
|
||||
overlays |= facial_s
|
||||
|
||||
if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
|
||||
if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
|
||||
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
|
||||
if(hair_style && (species.name in hair_style.species_allowed))
|
||||
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
|
||||
|
||||
Reference in New Issue
Block a user