mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-29 11:32:13 +00:00
Removes MASK/HEADCOVERSMOUTH
Code that used to check this flag now checks body_parts_covered for FACE instead. Added a FLEXIBLEMATERIAL item flag to continue to allow vox to eat food without poisoning themselves.
This commit is contained in:
@@ -29,22 +29,18 @@
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#define ON_BORDER 0x8 // Item has priority to check when entering or leaving.
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#define ON_BORDER 0x8 // Item has priority to check when entering or leaving.
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#define NOBLOODY 0x10 // Used for items if they don't want to get a blood overlay.
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#define NOBLOODY 0x10 // Used for items if they don't want to get a blood overlay.
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#define NODELAY 0x20 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
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#define NODELAY 0x20 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
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#define OPENCONTAINER 0x40 // Is an open container for chemistry purposes.
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#define PHORONGUARD 0x80 // Does not get contaminated by phoron.
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#define NOREACT 0x100 // Reagents don't react inside this container.
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#define PROXMOVE 0x200 // Does this object require proximity checking in Enter()?
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#define PROXMOVE 0x200 // Does this object require proximity checking in Enter()?
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//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
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#define MASKCOVERSMOUTH 0x100 // On other items, these are just for mask/head.
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#define HEADCOVERSMOUTH 0x100
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#define OPENCONTAINER 0x800 // Is an open container for chemistry purposes.
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#define PHORONGUARD 0x2000 // Does not get contaminated by phoron.
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#define NOREACT 0x4000 // Reagents don't react inside this container.
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//Flags for items (equipment)
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//Flags for items (equipment)
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#define THICKMATERIAL 0x1 // Prevents syringes, parapens and hyposprays if equiped to slot_suit or slot_head.
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#define THICKMATERIAL 0x1 // Prevents syringes, parapens and hyposprays if equiped to slot_suit or slot_head.
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#define STOPPRESSUREDAMAGE 0x2 // Counts towards pressure protection. Note that like temperature protection, body_parts_covered is considered here as well.
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#define STOPPRESSUREDAMAGE 0x2 // Counts towards pressure protection. Note that like temperature protection, body_parts_covered is considered here as well.
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#define AIRTIGHT 0x4 // Functions with internals.
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#define AIRTIGHT 0x4 // Functions with internals.
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#define NOSLIP 0x8 // Prevents from slipping on wet floors, in space, etc.
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#define NOSLIP 0x8 // Prevents from slipping on wet floors, in space, etc.
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#define BLOCK_GAS_SMOKE_EFFECT 0x10 // 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 BLOCK_GAS_SMOKE_EFFECT 0x10 // 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 0x20 // At the moment, masks with this flag will not prevent eating even if they are covering your face.
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// Flags for pass_flags.
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// Flags for pass_flags.
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#define PASSTABLE 0x1
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#define PASSTABLE 0x1
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@@ -49,7 +49,6 @@
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icon_state = "magus"
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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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desc = "A helm worn by the followers of Nar-Sie."
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flags_inv = HIDEFACE | 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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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/head/culthood/alt
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/obj/item/clothing/head/culthood/alt
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@@ -49,7 +49,6 @@
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name = "gladiator helmet"
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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icon_state = "gladiator"
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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body_parts_covered = HEAD|FACE
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body_parts_covered = HEAD|FACE
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siemens_coefficient = 1
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siemens_coefficient = 1
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@@ -83,7 +83,6 @@
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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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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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icon_state = "cueball"
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item_state = "cueball"
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item_state = "cueball"
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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body_parts_covered = HEAD|FACE|EYES
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@@ -100,7 +99,6 @@
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desc = "A helmet made out of a box."
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desc = "A helmet made out of a box."
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icon_state = "cardborg_h"
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icon_state = "cardborg_h"
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item_state = "cardborg_h"
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item_state = "cardborg_h"
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = HEAD|FACE|EYES
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body_parts_covered = HEAD|FACE|EYES
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@@ -108,7 +106,6 @@
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name = "justice hat"
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name = "justice hat"
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desc = "fight for what's righteous!"
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desc = "fight for what's righteous!"
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icon_state = "justicered"
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icon_state = "justicered"
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD|EYES
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body_parts_covered = HEAD|EYES
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@@ -19,7 +19,6 @@
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slot_l_hand_str = "welding",
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slot_l_hand_str = "welding",
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slot_r_hand_str = "welding",
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slot_r_hand_str = "welding",
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)
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)
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flags = HEADCOVERSMOUTH
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matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
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matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
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var/up = 0
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var/up = 0
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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@@ -44,16 +43,14 @@
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(src.up)
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if(src.up)
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src.up = !src.up
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src.up = !src.up
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src.flags |= (HEADCOVERSMOUTH)
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flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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body_parts_covered |= (EYES|FACE)
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body_parts_covered |= (EYES|FACE)
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flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = base_state
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icon_state = base_state
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usr << "You flip the [src] down to protect your eyes."
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usr << "You flip the [src] down to protect your eyes."
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else
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else
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src.up = !src.up
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src.up = !src.up
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src.flags &= ~(HEADCOVERSMOUTH)
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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body_parts_covered &= ~(EYES|FACE)
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body_parts_covered &= ~(EYES|FACE)
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = "[base_state]up"
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icon_state = "[base_state]up"
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usr << "You push the [src] up out of your face."
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usr << "You push the [src] up out of your face."
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update_clothing_icon() //so our mob-overlays
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update_clothing_icon() //so our mob-overlays
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@@ -125,7 +122,6 @@
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name = "carved pumpkin"
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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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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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icon_state = "hardhat0_pumpkin"//Could stand to be renamed
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flags = HEADCOVERSMOUTH
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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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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body_parts_covered = HEAD|FACE|EYES
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brightness_on = 2
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brightness_on = 2
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@@ -156,5 +152,4 @@
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desc = "You can hear the distant sounds of rhythmic electronica."
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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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icon_state = "richard"
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body_parts_covered = HEAD|FACE
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body_parts_covered = HEAD|FACE
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flags = HEADCOVERSMOUTH
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flags_inv = BLOCKHAIR
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flags_inv = BLOCKHAIR
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@@ -3,9 +3,8 @@
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name = "breath mask"
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name = "breath mask"
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icon_state = "breath"
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icon_state = "breath"
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item_state = "breath"
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item_state = "breath"
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flags = MASKCOVERSMOUTH
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item_flags = AIRTIGHT|FLEXIBLEMATERIAL
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item_flags = AIRTIGHT
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body_parts_covered = FACE
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body_parts_covered = 0
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.10
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gas_transfer_coefficient = 0.10
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permeability_coefficient = 0.50
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permeability_coefficient = 0.50
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@@ -21,18 +20,16 @@
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if(!src.hanging)
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if(!src.hanging)
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src.hanging = !src.hanging
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src.hanging = !src.hanging
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gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
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gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
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flags &= ~(MASKCOVERSMOUTH)
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item_flags &= ~(AIRTIGHT)
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item_flags &= ~(AIRTIGHT)
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body_parts_covered = 0
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body_parts_covered = ~(FACE)
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icon_state = "breathdown"
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icon_state = "breathdown"
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user << "Your mask is now hanging on your neck."
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user << "Your mask is now hanging on your neck."
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else
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else
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src.hanging = !src.hanging
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src.hanging = !src.hanging
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gas_transfer_coefficient = initial(gas_transfer_coefficient)
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gas_transfer_coefficient = initial(gas_transfer_coefficient)
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flags |= MASKCOVERSMOUTH
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item_flags |= AIRTIGHT
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item_flags |= AIRTIGHT
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body_parts_covered = initial(body_parts_covered)
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body_parts_covered |= FACE
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icon_state = "breath"
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icon_state = "breath"
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user << "You pull the mask up to cover your face."
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user << "You pull the mask up to cover your face."
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update_clothing_icon()
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update_clothing_icon()
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@@ -52,4 +49,4 @@
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name = "medical mask"
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name = "medical mask"
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icon_state = "medical"
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icon_state = "medical"
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item_state = "medical"
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item_state = "medical"
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permeability_coefficient = 0.01
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permeability_coefficient = 0.01
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@@ -2,7 +2,6 @@
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name = "gas mask"
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name = "gas mask"
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desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
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desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
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icon_state = "gas_alt"
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icon_state = "gas_alt"
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flags = MASKCOVERSMOUTH
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item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = FACE|EYES
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body_parts_covered = FACE|EYES
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@@ -35,7 +34,7 @@
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icon_state = "plaguedoctor"
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icon_state = "plaguedoctor"
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item_state = "gas_mask"
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item_state = "gas_mask"
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0)
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armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0)
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body_parts_covered = HEAD|FACE
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body_parts_covered = HEAD|FACE|EYES
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/obj/item/clothing/mask/gas/swat
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/obj/item/clothing/mask/gas/swat
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name = "\improper SWAT mask"
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name = "\improper SWAT mask"
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@@ -102,3 +101,4 @@
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name = "owl mask"
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name = "owl mask"
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desc = "Twoooo!"
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desc = "Twoooo!"
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icon_state = "owl"
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icon_state = "owl"
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body_parts_covered = HEAD|FACE|EYES
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@@ -3,8 +3,7 @@
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desc = "To stop that awful noise."
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desc = "To stop that awful noise."
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icon_state = "muzzle"
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icon_state = "muzzle"
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item_state = "muzzle"
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item_state = "muzzle"
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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body_parts_covered = 0
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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voicechange = 1
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voicechange = 1
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@@ -26,8 +25,8 @@
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icon_state = "sterile"
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icon_state = "sterile"
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item_state = "sterile"
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item_state = "sterile"
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w_class = 2
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w_class = 2
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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body_parts_covered = 0
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item_flags = FLEXIBLEMATERIAL
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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permeability_coefficient = 0.01
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permeability_coefficient = 0.01
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
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@@ -47,13 +46,14 @@
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body_parts_covered = 0
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body_parts_covered = 0
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//scarves (fit in in mask slot)
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//scarves (fit in in mask slot)
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//None of these actually have on-mob sprites...
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/obj/item/clothing/mask/bluescarf
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/obj/item/clothing/mask/bluescarf
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name = "blue neck scarf"
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name = "blue neck scarf"
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desc = "A blue neck scarf."
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desc = "A blue neck scarf."
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icon_state = "blueneckscarf"
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icon_state = "blueneckscarf"
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item_state = "blueneckscarf"
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item_state = "blueneckscarf"
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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item_flags = FLEXIBLEMATERIAL
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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@@ -62,7 +62,8 @@
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desc = "A red and white checkered neck scarf."
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desc = "A red and white checkered neck scarf."
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icon_state = "redwhite_scarf"
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icon_state = "redwhite_scarf"
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item_state = "redwhite_scarf"
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item_state = "redwhite_scarf"
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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item_flags = FLEXIBLEMATERIAL
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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@@ -71,7 +72,8 @@
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desc = "A green neck scarf."
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desc = "A green neck scarf."
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icon_state = "green_scarf"
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icon_state = "green_scarf"
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item_state = "green_scarf"
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item_state = "green_scarf"
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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item_flags = FLEXIBLEMATERIAL
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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@@ -80,7 +82,8 @@
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desc = "A stealthy, dark scarf."
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desc = "A stealthy, dark scarf."
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icon_state = "ninja_scarf"
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icon_state = "ninja_scarf"
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item_state = "ninja_scarf"
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item_state = "ninja_scarf"
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flags = MASKCOVERSMOUTH
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body_parts_covered = FACE
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item_flags = FLEXIBLEMATERIAL
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w_class = 2
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w_class = 2
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gas_transfer_coefficient = 0.90
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gas_transfer_coefficient = 0.90
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siemens_coefficient = 0
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siemens_coefficient = 0
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@@ -37,7 +37,6 @@
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slot_r_hand_str = "syndicate-helm-black-red",
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slot_r_hand_str = "syndicate-helm-black-red",
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)
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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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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
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flags = HEADCOVERSMOUTH
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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flags_inv = BLOCKHAIR
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.6
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siemens_coefficient = 0.6
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@@ -4,7 +4,6 @@
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|||||||
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/obj/item/clothing/head/helmet/space/rig
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/obj/item/clothing/head/helmet/space/rig
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name = "helmet"
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name = "helmet"
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flags = HEADCOVERSMOUTH
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item_flags = THICKMATERIAL
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item_flags = THICKMATERIAL
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
|
body_parts_covered = HEAD|FACE|EYES
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
name = "Space helmet"
|
name = "Space helmet"
|
||||||
icon_state = "space"
|
icon_state = "space"
|
||||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||||
flags = HEADCOVERSMOUTH
|
|
||||||
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
|
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
|
||||||
flags_inv = BLOCKHAIR
|
flags_inv = BLOCKHAIR
|
||||||
item_state_slots = list(
|
item_state_slots = list(
|
||||||
|
|||||||
@@ -8,7 +8,6 @@
|
|||||||
)
|
)
|
||||||
desc = "A hood that protects the head and face from biological comtaminants."
|
desc = "A hood that protects the head and face from biological comtaminants."
|
||||||
permeability_coefficient = 0.01
|
permeability_coefficient = 0.01
|
||||||
flags = HEADCOVERSMOUTH
|
|
||||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
|
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||||
body_parts_covered = HEAD|FACE|EYES
|
body_parts_covered = HEAD|FACE|EYES
|
||||||
|
|||||||
@@ -47,7 +47,6 @@
|
|||||||
name = "bomb hood"
|
name = "bomb hood"
|
||||||
desc = "Use in case of bomb."
|
desc = "Use in case of bomb."
|
||||||
icon_state = "bombsuit"
|
icon_state = "bombsuit"
|
||||||
flags = HEADCOVERSMOUTH
|
|
||||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
|
||||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
|
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||||
body_parts_covered = HEAD|FACE|EYES
|
body_parts_covered = HEAD|FACE|EYES
|
||||||
@@ -86,7 +85,6 @@
|
|||||||
name = "Radiation Hood"
|
name = "Radiation Hood"
|
||||||
icon_state = "rad"
|
icon_state = "rad"
|
||||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||||
flags = HEADCOVERSMOUTH
|
|
||||||
flags_inv = BLOCKHAIR
|
flags_inv = BLOCKHAIR
|
||||||
body_parts_covered = HEAD|FACE|EYES
|
body_parts_covered = HEAD|FACE|EYES
|
||||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||||
|
|||||||
@@ -60,10 +60,10 @@
|
|||||||
if(!check_has_mouth())
|
if(!check_has_mouth())
|
||||||
H << "<span class='danger'>They don't have a mouth, you cannot perform CPR!</span>"
|
H << "<span class='danger'>They don't have a mouth, you cannot perform CPR!</span>"
|
||||||
return
|
return
|
||||||
if((H.head && (H.head.flags & HEADCOVERSMOUTH)) || (H.wear_mask && (H.wear_mask.flags & MASKCOVERSMOUTH)))
|
if((H.head && (H.head.body_parts_covered & FACE)) || (H.wear_mask && (H.wear_mask.body_parts_covered & FACE)))
|
||||||
H << "<span class='notice'>Remove your mask!</span>"
|
H << "<span class='notice'>Remove your mask!</span>"
|
||||||
return 0
|
return 0
|
||||||
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
|
if((head && (head.body_parts_covered & FACE)) || (wear_mask && (wear_mask.body_parts_covered & FACE)))
|
||||||
H << "<span class='notice'>Remove [src]'s mask!</span>"
|
H << "<span class='notice'>Remove [src]'s mask!</span>"
|
||||||
return 0
|
return 0
|
||||||
|
|
||||||
|
|||||||
@@ -144,7 +144,7 @@ emp_act
|
|||||||
/mob/living/carbon/human/proc/check_mouth_coverage()
|
/mob/living/carbon/human/proc/check_mouth_coverage()
|
||||||
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
|
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
|
||||||
for(var/obj/item/gear in protective_gear)
|
for(var/obj/item/gear in protective_gear)
|
||||||
if(istype(gear) && (gear.body_parts_covered & FACE) && (gear.flags & (MASKCOVERSMOUTH|HEADCOVERSMOUTH)))
|
if(istype(gear) && (gear.body_parts_covered & FACE) && !(gear.item_flags & FLEXIBLEMATERIAL))
|
||||||
return gear
|
return gear
|
||||||
return null
|
return null
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
|||||||
icon_state = "facehugger"
|
icon_state = "facehugger"
|
||||||
item_state = "facehugger"
|
item_state = "facehugger"
|
||||||
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
|
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
|
||||||
flags = MASKCOVERSMOUTH | PROXMOVE
|
flags = PROXMOVE
|
||||||
body_parts_covered = FACE|EYES
|
body_parts_covered = FACE|EYES
|
||||||
throw_range = 5
|
throw_range = 5
|
||||||
|
|
||||||
@@ -126,15 +126,6 @@ var/const/MAX_ACTIVE_TIME = 400
|
|||||||
|
|
||||||
L.visible_message("\red \b [src] leaps at [L]'s face!")
|
L.visible_message("\red \b [src] leaps at [L]'s face!")
|
||||||
|
|
||||||
/* Tentatively removed since huggers can't be thrown anymore
|
|
||||||
if(ishuman(L))
|
|
||||||
var/mob/living/carbon/human/H = L
|
|
||||||
if(H.head && H.head.flags & HEADCOVERSMOUTH)
|
|
||||||
H.visible_message("\red \b [src] smashes against [H]'s [H.head]!")
|
|
||||||
Die()
|
|
||||||
return
|
|
||||||
*/
|
|
||||||
|
|
||||||
if(iscarbon(M))
|
if(iscarbon(M))
|
||||||
var/mob/living/carbon/target = L
|
var/mob/living/carbon/target = L
|
||||||
|
|
||||||
@@ -235,6 +226,6 @@ var/const/MAX_ACTIVE_TIME = 400
|
|||||||
|
|
||||||
if(ishuman(C))
|
if(ishuman(C))
|
||||||
var/mob/living/carbon/human/H = C
|
var/mob/living/carbon/human/H = C
|
||||||
if(H.head && H.head.flags & HEADCOVERSMOUTH)
|
if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
|
||||||
return 0
|
return 0
|
||||||
return 1
|
return 1
|
||||||
|
|||||||
@@ -274,14 +274,14 @@
|
|||||||
if(H.head.body_parts_covered & EYES)
|
if(H.head.body_parts_covered & EYES)
|
||||||
eyes_covered = 1
|
eyes_covered = 1
|
||||||
safe_thing = H.head
|
safe_thing = H.head
|
||||||
if(H.head.flags & MASKCOVERSMOUTH)
|
if((H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
|
||||||
mouth_covered = 1
|
mouth_covered = 1
|
||||||
safe_thing = H.head
|
safe_thing = H.head
|
||||||
if(H.wear_mask)
|
if(H.wear_mask)
|
||||||
if(!eyes_covered && H.wear_mask.body_parts_covered & EYES)
|
if(!eyes_covered && H.wear_mask.body_parts_covered & EYES)
|
||||||
eyes_covered = 1
|
eyes_covered = 1
|
||||||
safe_thing = H.wear_mask
|
safe_thing = H.wear_mask
|
||||||
if(!mouth_covered && H.wear_mask.flags & MASKCOVERSMOUTH)
|
if(!mouth_covered && (H.wear_mask.body_parts_covered & FACE) && !(H.wear_mask.item_flags & FLEXIBLEMATERIAL))
|
||||||
mouth_covered = 1
|
mouth_covered = 1
|
||||||
safe_thing = H.wear_mask
|
safe_thing = H.wear_mask
|
||||||
if(H.glasses && H.glasses.body_parts_covered & EYES)
|
if(H.glasses && H.glasses.body_parts_covered & EYES)
|
||||||
|
|||||||
Reference in New Issue
Block a user