diff --git a/code/__DEFINES/_flags/item_flags.dm b/code/__DEFINES/_flags/item_flags.dm index b5e813d28b8..8df3e44d9ee 100644 --- a/code/__DEFINES/_flags/item_flags.dm +++ b/code/__DEFINES/_flags/item_flags.dm @@ -82,7 +82,7 @@ DEFINE_BITFIELD(clothing_flags, list( BITFIELD(EQUIP_ALLOW_SINGLE_LIMB), )) -//!# bitflags for the /obj/item/var/flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses. +//!# bitflags for the /obj/item/var/inv_hide_flags variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses. // WARNING: The following flags apply only to the external suit! #define HIDEGLOVES (1<<0) #define HIDESUITSTORAGE (1<<1) @@ -105,7 +105,7 @@ DEFINE_BITFIELD(clothing_flags, list( /// Hides the user's hair, facial and otherwise. #define BLOCKHAIR (1<<12) -DEFINE_BITFIELD(flags_inv, list( +DEFINE_BITFIELD(inv_hide_flags, list( BITFIELD(HIDEGLOVES), BITFIELD(HIDESUITSTORAGE), BITFIELD(HIDEJUMPSUIT), @@ -121,7 +121,7 @@ DEFINE_BITFIELD(flags_inv, list( BITFIELD(BLOCKHAIR), )) -//!# bitflags for /obj/item/var/body_parts_covered +//!# bitflags for /obj/item/var/body_cover_flags #define HEAD (1<<0) #define FACE (1<<1) #define EYES (1<<2) @@ -141,7 +141,7 @@ DEFINE_BITFIELD(flags_inv, list( #define HANDS (HAND_LEFT | HAND_RIGHT) #define FULL_BODY (ALL) -DEFINE_BITFIELD(body_parts_covered, list( +DEFINE_BITFIELD(body_cover_flags, list( BITFIELD(HEAD), BITFIELD(FACE), BITFIELD(EYES), @@ -157,24 +157,18 @@ DEFINE_BITFIELD(body_parts_covered, list( BITFIELD(HAND_RIGHT), )) -// Flags for the organ_flags var on /obj/item/organ -/* -/// Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal -#define ORGAN_SYNTHETIC (1<<0) -/// Frozen organs, don't deteriorate -#define ORGAN_FROZEN (1<<1) -/// Failing organs perform damaging effects until replaced or fixed -#define ORGAN_FAILING (1<<2) -/// Was this organ implanted/inserted/etc, if true will not be removed during species change. -#define ORGAN_EXTERNAL (1<<3) -/// Currently only the brain -#define ORGAN_VITAL (1<<4) -/// Do not spoil under any circumstances -#define ORGAN_NO_SPOIL (1<<5) -/// Immune to disembowelment. -#define ORGAN_NO_DISMEMBERMENT (1<<6) -/// Is a snack? :D -#define ORGAN_EDIBLE (1<<7) -/// Synthetic organ affected by an EMP. Deteriorates over time. -#define ORGAN_SYNTHETIC_EMP (1<<6) -*/ +//? Bitflags for /obj/item/var/item_persist_flags +/// consider this item for loadout at all +#define ITEM_PERSIST_LOADOUT (1<<0) +/// item can survive a loadout reset - great for reward items you want someone to keep. +#define ITEM_PERSIST_LOADOUT_PERMANENT (1<<1) + +/// these flags are persisted with the item when item is being stored into generic obj storage system. +#define ITEM_PERSIST_FLAGS_STICKY (ITEM_PERSIST_LOADOUT | ITEM_PERSIST_LOADOUT_PERMANENT) + +DEFINE_BITFIELD(item_persist_flags, list( + BITFIELD(ITEM_PERSIST_LOADOUT), + BITFIELD(ITEM_PERSIST_LOADOUT_PERMANENT), +)) + + diff --git a/code/datums/components/caltrop.dm b/code/datums/components/caltrop.dm index d6804564cb7..f6bdc51d18e 100644 --- a/code/datums/components/caltrop.dm +++ b/code/datums/components/caltrop.dm @@ -37,7 +37,7 @@ if(O.status == BODYPART_ROBOTIC) return - var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET)) + var/feetCover = (H.wear_suit && (H.wear_suit.body_cover_flags & FEET)) || (H.w_uniform && (H.w_uniform.body_cover_flags & FEET)) if(!(flags & CALTROP_BYPASS_SHOES) && (H.shoes || feetCover)) return diff --git a/code/datums/components/explodable.dm b/code/datums/components/explodable.dm index eca6cc86693..d9fff6feeb1 100644 --- a/code/datums/components/explodable.dm +++ b/code/datums/components/explodable.dm @@ -84,7 +84,7 @@ continue var/obj/item/I = bp - if(I.body_parts_covered & bodypart.body_part) + if(I.body_cover_flags & bodypart.body_part) return TRUE return FALSE diff --git a/code/datums/components/footstep.dm b/code/datums/components/footstep.dm index 9d1eeec2196..8032a86973e 100644 --- a/code/datums/components/footstep.dm +++ b/code/datums/components/footstep.dm @@ -85,7 +85,7 @@ return if(ishuman(LM)) //for proper humans, they're special var/mob/living/carbon/human/H = LM - var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET)) + var/feetCover = (H.wear_suit && (H.wear_suit.body_cover_flags & FEET)) || (H.w_uniform && (H.w_uniform.body_cover_flags & FEET)) if(H.shoes || feetCover) //are we wearing shoes playsound(T, pick(GLOB.footstep[T.footstep][1]), diff --git a/code/datums/components/forensics.dm b/code/datums/components/forensics.dm index f682308cae4..ff8d4e3ddfc 100644 --- a/code/datums/components/forensics.dm +++ b/code/datums/components/forensics.dm @@ -106,12 +106,12 @@ fibertext = "Material from \a [M.wear_suit]." if(prob(10*item_multiplier) && !LAZYACCESS(fibers, fibertext)) LAZYSET(fibers, fibertext, fibertext) - if(!(M.wear_suit.body_parts_covered & CHEST)) + if(!(M.wear_suit.body_cover_flags & CHEST)) if(M.w_uniform) fibertext = "Fibers from \a [M.w_uniform]." if(prob(12*item_multiplier) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed. LAZYSET(fibers, fibertext, fibertext) - if(!(M.wear_suit.body_parts_covered & HANDS)) + if(!(M.wear_suit.body_cover_flags & HANDS)) if(M.gloves) fibertext = "Material from a pair of [M.gloves.name]." if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext)) diff --git a/code/game/gamemodes/changeling/powers/armor.dm b/code/game/gamemodes/changeling/powers/armor.dm index fa60e3b9e0f..15dbc87cd55 100644 --- a/code/game/gamemodes/changeling/powers/armor.dm +++ b/code/game/gamemodes/changeling/powers/armor.dm @@ -52,10 +52,10 @@ icon_state = "lingspacehelmet" desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front." clothing_flags = NONE - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR item_flags = ITEM_DROPDEL armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/shoes/magboots/changeling desc = "A suction cupped mass of flesh, shaped like a foot." @@ -90,7 +90,7 @@ name = "chitinous mass" desc = "A tough, hard covering of black chitin." icon_state = "lingarmor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS armor = list(melee = 75, bullet = 60, laser = 60, energy = 60, bomb = 60, bio = 0, rad = 0) //It costs 3 points, so it should be very protective. siemens_coefficient = 0.3 max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 9555ae454a9..9c3faefce6a 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -57,8 +57,8 @@ icon_state = "culthood" desc = "A hood worn by the followers of Nar-Sie." origin_tech = list(TECH_MATERIAL = 3, TECH_ARCANE = 1) - flags_inv = HIDEFACE - body_parts_covered = HEAD + inv_hide_flags = HIDEFACE + body_cover_flags = HEAD armor = list(melee = 50, bullet = 30, laser = 50, energy = 80, bomb = 25, bio = 10, rad = 0) cold_protection = HEAD min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE @@ -71,8 +71,8 @@ name = "magus helm" icon_state = "magus" desc = "A helm worn by the followers of Nar-Sie." - flags_inv = HIDEFACE | BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEFACE | BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/culthood/alt icon_state = "cult_hoodalt" @@ -82,10 +82,10 @@ desc = "A set of armored robes worn by the followers of Nar-Sie." icon_state = "cultrobes" origin_tech = list(TECH_MATERIAL = 3, TECH_ARCANE = 1) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/book/tome,/obj/item/melee/cultblade) armor = list(melee = 50, bullet = 30, laser = 50, energy = 80, bomb = 25, bio = 10, rad = 0) - flags_inv = HIDEJUMPSUIT + inv_hide_flags = HIDEJUMPSUIT siemens_coefficient = 0 /obj/item/clothing/suit/cultrobes/cultify() @@ -98,8 +98,8 @@ name = "magus robes" desc = "A set of armored robes worn by the followers of Nar-Sie." icon_state = "magusred" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/head/helmet/space/cult name = "cult helmet" @@ -122,8 +122,8 @@ slowdown = 1 armor = list(melee = 60, bullet = 50, laser = 30, energy = 80, bomb = 30, bio = 30, rad = 30) siemens_coefficient = 0 - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS /obj/item/clothing/suit/space/cult/cultify() return diff --git a/code/game/gamemodes/events/holidays/Christmas.dm b/code/game/gamemodes/events/holidays/Christmas.dm index 6886358d9c5..50d9906fa74 100644 --- a/code/game/gamemodes/events/holidays/Christmas.dm +++ b/code/game/gamemodes/events/holidays/Christmas.dm @@ -54,7 +54,7 @@ name = "festive paper hat" icon_state = "xmashat" desc = "A crappy paper hat that you are REQUIRED to wear." - flags_inv = 0 - body_parts_covered = 0 + inv_hide_flags = 0 + body_cover_flags = 0 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) diff --git a/code/game/gamemodes/technomancer/clothing.dm b/code/game/gamemodes/technomancer/clothing.dm index 9e7cc9eae18..b19c0576f5c 100644 --- a/code/game/gamemodes/technomancer/clothing.dm +++ b/code/game/gamemodes/technomancer/clothing.dm @@ -2,7 +2,7 @@ name = "chrome manipulation suit" desc = "It's a very shiny and somewhat protective suit, built to help carry cores on the user's back." icon_state = "technomancer_suit" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|FEET|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|FEET|HANDS allowed = list(/obj/item/tank) armor = list(melee = 50, bullet = 20, laser = 30, energy = 30, bomb = 10, bio = 0, rad = 40) siemens_coefficient = 0.75 diff --git a/code/game/machinery/computer/id_restorer_vr.dm b/code/game/machinery/computer/id_restorer_vr.dm index a5c70889705..6f6905e506b 100644 --- a/code/game/machinery/computer/id_restorer_vr.dm +++ b/code/game/machinery/computer/id_restorer_vr.dm @@ -46,7 +46,7 @@ to_chat(user, "Invalid user detected. Access denied.") flick(icon_fail, src) return - else if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE))) //Face hiding bad + else if((H.wear_mask && (H.wear_mask.inv_hide_flags & HIDEFACE)) || (H.head && (H.head.inv_hide_flags & HIDEFACE))) //Face hiding bad to_chat(user, "Facial recognition scan failed due to physical obstructions. Access denied.") flick(icon_fail, src) return diff --git a/code/game/machinery/computer/timeclock_vr.dm b/code/game/machinery/computer/timeclock_vr.dm index 3a5a13c8f31..f6594fe42bf 100644 --- a/code/game/machinery/computer/timeclock_vr.dm +++ b/code/game/machinery/computer/timeclock_vr.dm @@ -237,7 +237,7 @@ if(!(istype(H))) to_chat(usr, "Invalid user detected. Access denied.") return FALSE - else if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE))) //Face hiding bad + else if((H.wear_mask && (H.wear_mask.inv_hide_flags & HIDEFACE)) || (H.head && (H.head.inv_hide_flags & HIDEFACE))) //Face hiding bad to_chat(usr, "Facial recognition scan failed due to physical obstructions. Access denied.") return FALSE else if(H.get_face_name() == "Unknown" || !(H.real_name == card.registered_name)) diff --git a/code/game/machinery/oxygen_pump.dm b/code/game/machinery/oxygen_pump.dm index 212e53ff9cf..8176adabd38 100644 --- a/code/game/machinery/oxygen_pump.dm +++ b/code/game/machinery/oxygen_pump.dm @@ -103,7 +103,7 @@ if(target.wear_mask && target != breather) to_chat(user, SPAN_WARNING("\The [target] is already wearing a mask.")) return - if(target.head && (target.head.body_parts_covered & FACE)) + if(target.head && (target.head.body_cover_flags & FACE)) to_chat(user, SPAN_WARNING("Remove their [target.head] first.")) return if(!tank) diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 5a0166f36ce..96d6159ce8e 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -5,20 +5,28 @@ // todo: better way, for now, block all rad contamination to interior rad_flags = RAD_BLOCK_CONTENTS - //? Core - /// flags relating to items - see [code/__DEFINES/_flags/item_flags.dm] + //? Flags + /// Item flags. + /// These flags are listed in [code/__DEFINES/inventory/item_flags.dm]. var/item_flags = NONE - - //? Inventory / Clothing - /// Miscellaneous flags pertaining to equippable objects. - see [code/__DEFINES/_flags/item_flags.dm] + /// Miscellaneous flags pertaining to equippable objects. + /// These flags are listed in [code/__DEFINES/inventory/item_flags.dm]. var/clothing_flags = NONE - /// flags for items hidden by this item when worn. as of right now, some flags only work in some slots. - var/flags_inv = NONE + /// Flags for items (or in some cases mutant parts) hidden by this item when worn. + /// As of right now, some flags only work in some slots. + /// These flags are listed in [code/__DEFINES/inventory/item_flags.dm]. + var/inv_hide_flags = NONE /// flags for the bodyparts this item covers when worn. - var/body_parts_covered = NONE - - //? Interaction - /// flags for interaction - see [code/__DEFINES/_flags/interaction_flags.dm] + /// These flags are listed in [code/__DEFINES/inventory/item_flags.dm]. + var/body_cover_flags = NONE + /// This is used to determine on which slots an item can fit, for inventory slots that use flags to determine this. + /// These flags are listed in [code/__DEFINES/inventory/slots.dm]. + var/slot_flags = NONE + /// This is used to determine how we persist, in addition to potentially atom_persist_flags and obj_persist_flags (not yet made) + /// These flags are listed in [code/__DEFINES/inventory/item_flags.dm]. + var/item_persist_flags = NONE + /// This is used to determine how default item-level interaction hooks are handled. + /// These flags are listed in [code/__DEFINES/_flags/interaction_flags.dm] var/interaction_flags_item = INTERACT_ITEM_ATTACK_SELF //? Economy @@ -35,8 +43,6 @@ /// Sound to play on hit. Set to [HITSOUND_UNSET] to have it automatically set on init. var/hitsound = HITSOUND_UNSET var/storage_cost = null - /// This is used to determine on which slots an item can fit. - var/slot_flags = 0 /// If it's an item we don't want to log attack_logs with, set this to TRUE var/no_attack_log = FALSE pass_flags = ATOM_PASS_TABLE @@ -484,7 +490,7 @@ var/mob/living/carbon/human/U = user if(istype(H)) for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses)) - if(protection && (protection.body_parts_covered & EYES)) + if(protection && (protection.body_cover_flags & EYES)) // you can't stab someone in the eyes wearing a mask! to_chat(user, "You're going to need to remove the eye covering first.") return diff --git a/code/game/objects/items/devices/defib.dm b/code/game/objects/items/devices/defib.dm index ab03bc811fa..74c32af4238 100644 --- a/code/game/objects/items/devices/defib.dm +++ b/code/game/objects/items/devices/defib.dm @@ -296,7 +296,7 @@ /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.clothing_flags & THICKMATERIAL)) + if((cloth.body_cover_flags & UPPER_TORSO) && (cloth.clothing_flags & THICKMATERIAL)) return FALSE return TRUE diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 3bc16c28827..0a126df2be1 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -153,7 +153,7 @@ var/mob/living/carbon/human/H = L //mob has protective eyewear if(istype(H)) for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses)) - if(istype(C) && (C.body_parts_covered & EYES)) + if(istype(C) && (C.body_cover_flags & EYES)) to_chat(user, SPAN_WARNING("You're going to need to remove [C.name] first.")) return diff --git a/code/game/objects/items/weapons/cigs_lighters.dm b/code/game/objects/items/weapons/cigs_lighters.dm index 9a3e182b9da..369a69cc4b9 100644 --- a/code/game/objects/items/weapons/cigs_lighters.dm +++ b/code/game/objects/items/weapons/cigs_lighters.dm @@ -77,7 +77,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM /obj/item/clothing/mask/smokable name = "smokable item" desc = "You're not sure what this is. You should probably ahelp it." - body_parts_covered = 0 + body_cover_flags = 0 var/lit = 0 var/icon_on var/type_butt = null diff --git a/code/game/objects/items/weapons/duct_tape.dm b/code/game/objects/items/weapons/duct_tape.dm index 1aa69d17b7c..8f17218fac9 100644 --- a/code/game/objects/items/weapons/duct_tape.dm +++ b/code/game/objects/items/weapons/duct_tape.dm @@ -39,7 +39,7 @@ if(H.glasses) to_chat(user, "\The [H] is already wearing somethign on their eyes.") return - if(H.head && (H.head.body_parts_covered & FACE)) + if(H.head && (H.head.body_cover_flags & FACE)) to_chat(user, "Remove their [H.head] first.") return user.visible_message("\The [user] begins taping over \the [H]'s eyes!") @@ -59,7 +59,7 @@ if(!can_place) return - if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.has_eyes() || H.glasses || (H.head && (H.head.body_parts_covered & FACE))) + if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.has_eyes() || H.glasses || (H.head && (H.head.body_cover_flags & FACE))) return user.visible_message("\The [user] has taped up \the [H]'s eyes!") @@ -78,7 +78,7 @@ if(H.wear_mask) to_chat(user, "\The [H] is already wearing a mask.") return - if(H.head && (H.head.body_parts_covered & FACE)) + if(H.head && (H.head.body_cover_flags & FACE)) to_chat(user, "Remove their [H.head] first.") return user.visible_message("\The [user] begins taping up \the [H]'s mouth!") @@ -98,7 +98,7 @@ if(!can_place) return - if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.check_has_mouth() || (H.head && (H.head.body_parts_covered & FACE))) + if(!H || !src || !H.organs_by_name[BP_HEAD] || !H.check_has_mouth() || (H.head && (H.head.body_cover_flags & FACE))) return user.visible_message("\The [user] has taped up \the [H]'s mouth!") diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm index 1ca08c248a4..b93e6e38e0c 100644 --- a/code/game/objects/items/weapons/material/material_armor.dm +++ b/code/game/objects/items/weapons/material/material_armor.dm @@ -259,7 +259,7 @@ Protectiveness | Armor % /obj/item/clothing/head/helmet/bucket name = "improvised armor (bucket)" desc = "It's a bucket with a large hole cut into it. Desperate times require desperate measures, and you can't get more desperate than trusting a CleanMate bucket as a helmet." - flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHAIR icon_state = "bucket" armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) @@ -284,7 +284,7 @@ Protectiveness | Armor % /obj/item/clothing/head/helmet/material name = "helmet" - flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHAIR default_material = MAT_STEEL /obj/item/clothing/head/helmet/material/makeshift diff --git a/code/game/objects/items/weapons/material/shards.dm b/code/game/objects/items/weapons/material/shards.dm index 7ad625506e6..2b1393be344 100644 --- a/code/game/objects/items/weapons/material/shards.dm +++ b/code/game/objects/items/weapons/material/shards.dm @@ -85,7 +85,7 @@ if(prob(75)) will_break = TRUE - if(user.gloves && (user.gloves.body_parts_covered & HANDS) && istype(user.gloves, /obj/item/clothing/gloves)) // Not-gloves aren't gloves, and therefore don't protect us + if(user.gloves && (user.gloves.body_cover_flags & HANDS) && istype(user.gloves, /obj/item/clothing/gloves)) // Not-gloves aren't gloves, and therefore don't protect us protected_hands = TRUE // If we're wearing gloves we can probably handle it just fine for(var/I in forbidden_gloves) if(istype(user.gloves, I)) // forbidden_gloves is a blacklist, so if we match anything in there, our hands are not protected @@ -123,7 +123,7 @@ if(H.species.siemens_coefficient<0.5) //Thick skin. return - if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) ) + if( H.shoes || ( H.wear_suit && (H.wear_suit.body_cover_flags & FEET) ) ) return if(H.species.species_flags & NO_MINOR_CUT) diff --git a/code/game/objects/items/weapons/trays.dm b/code/game/objects/items/weapons/trays.dm index c395d26fea5..8b3489bd065 100644 --- a/code/game/objects/items/weapons/trays.dm +++ b/code/game/objects/items/weapons/trays.dm @@ -78,7 +78,7 @@ var/protected = 0 for(var/slot in list(SLOT_ID_HEAD, SLOT_ID_MASK, SLOT_ID_GLASSES)) var/obj/item/protection = victim.item_by_slot(slot) - if(istype(protection) && (protection.body_parts_covered & FACE)) + if(istype(protection) && (protection.body_cover_flags & FACE)) protected = 1 break diff --git a/code/game/objects/structures/medical_stand_vr.dm b/code/game/objects/structures/medical_stand_vr.dm index 051c8294745..7c0248536b3 100644 --- a/code/game/objects/structures/medical_stand_vr.dm +++ b/code/game/objects/structures/medical_stand_vr.dm @@ -267,7 +267,7 @@ if(target.wear_mask && target != breather) to_chat(user, "\The [target] is already wearing a mask.") return - if(target.head && (target.head.body_parts_covered & FACE)) + if(target.head && (target.head.body_cover_flags & FACE)) to_chat(user, "Remove their [target.head] first.") return if(!tank) diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index f536abc272f..a4de458decb 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -243,19 +243,19 @@ var/washglasses = 1 if(H.wear_suit) - washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES) - washshoes = !(H.wear_suit.flags_inv & HIDESHOES) + washgloves = !(H.wear_suit.inv_hide_flags & HIDEGLOVES) + washshoes = !(H.wear_suit.inv_hide_flags & HIDESHOES) if(H.head) - washmask = !(H.head.flags_inv & HIDEMASK) - washglasses = !(H.head.flags_inv & HIDEEYES) - washears = !(H.head.flags_inv & HIDEEARS) + washmask = !(H.head.inv_hide_flags & HIDEMASK) + washglasses = !(H.head.inv_hide_flags & HIDEEYES) + washears = !(H.head.inv_hide_flags & HIDEEARS) if(H.wear_mask) if (washears) - washears = !(H.wear_mask.flags_inv & HIDEEARS) + washears = !(H.wear_mask.inv_hide_flags & HIDEEARS) if (washglasses) - washglasses = !(H.wear_mask.flags_inv & HIDEEYES) + washglasses = !(H.wear_mask.inv_hide_flags & HIDEEYES) if(H.head) if(H.head.clean_blood()) diff --git a/code/modules/atmospherics/environmental/zas/fire.dm b/code/modules/atmospherics/environmental/zas/fire.dm index 240c5faf74b..bd194af2e59 100644 --- a/code/modules/atmospherics/environmental/zas/fire.dm +++ b/code/modules/atmospherics/environmental/zas/fire.dm @@ -250,15 +250,15 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin continue if( C.max_heat_protection_temperature >= last_temperature ) - if(C.body_parts_covered & HEAD) + if(C.body_cover_flags & HEAD) head_exposure = 0 - if(C.body_parts_covered & UPPER_TORSO) + if(C.body_cover_flags & UPPER_TORSO) chest_exposure = 0 - if(C.body_parts_covered & LOWER_TORSO) + if(C.body_cover_flags & LOWER_TORSO) groin_exposure = 0 - if(C.body_parts_covered & LEGS) + if(C.body_cover_flags & LEGS) legs_exposure = 0 - if(C.body_parts_covered & ARMS) + if(C.body_cover_flags & ARMS) arms_exposure = 0 //minimize this for low-pressure enviroments var/mx = 5 * firelevel/firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1) diff --git a/code/modules/atmospherics/environmental/zas/phoron.dm b/code/modules/atmospherics/environmental/zas/phoron.dm index ef14ef4a5a4..83c98e60a8f 100644 --- a/code/modules/atmospherics/environmental/zas/phoron.dm +++ b/code/modules/atmospherics/environmental/zas/phoron.dm @@ -75,15 +75,15 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi') var/burn_eyes = 1 //Check for protective glasses - if(glasses && (glasses.body_parts_covered & EYES) && (glasses.clothing_flags & ALLOWINTERNALS)) + if(glasses && (glasses.body_cover_flags & EYES) && (glasses.clothing_flags & ALLOWINTERNALS)) burn_eyes = 0 //Check for protective maskwear - if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.clothing_flags & ALLOWINTERNALS)) + if(burn_eyes && wear_mask && (wear_mask.body_cover_flags & EYES) && (wear_mask.clothing_flags & ALLOWINTERNALS)) burn_eyes = 0 //Check for protective helmets - if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.clothing_flags & ALLOWINTERNALS)) + if(burn_eyes && head && (head.body_cover_flags & EYES) && (head.clothing_flags & ALLOWINTERNALS)) burn_eyes = 0 // NIF Support @@ -116,26 +116,26 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi') /mob/living/carbon/human/proc/pl_head_protected() CACHE_VSC_PROP(atmos_vsc, /atmos/phoron/phoronguard_only, phoronguard_only) - //Checks if the head is adequately sealed. //This is just odd. TODO: Make this respect the body_parts_covered stuff like thermal gear does. + //Checks if the head is adequately sealed. //This is just odd. TODO: Make this respect the body_cover_flags stuff like thermal gear does. if(head) if(phoronguard_only) if(head.atom_flags & PHORONGUARD) return 1 - else if(head.body_parts_covered & EYES) + else if(head.body_cover_flags & EYES) return 1 return 0 /mob/living/carbon/human/proc/pl_suit_protected() CACHE_VSC_PROP(atmos_vsc, /atmos/phoron/phoronguard_only, phoronguard_only) - //Checks if the suit is adequately sealed. //This is just odd. TODO: Make this respect the body_parts_covered stuff like thermal gear does. + //Checks if the suit is adequately sealed. //This is just odd. TODO: Make this respect the body_cover_flags stuff like thermal gear does. var/coverage = 0 for(var/obj/item/protection in list(wear_suit, gloves, shoes)) //This is why it's odd. If I'm in a full suit, but my shoes and gloves aren't phoron proof, damage. if(!protection) continue if(phoronguard_only && !(protection.atom_flags & PHORONGUARD)) return 0 - coverage |= protection.body_parts_covered + coverage |= protection.body_cover_flags if(phoronguard_only) return 1 diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 2ae7e328f12..1cdcc22371c 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -13,8 +13,8 @@ icon_state = copy.icon_state color = copy.color item_state = copy.item_state - body_parts_covered = copy.body_parts_covered - flags_inv = copy.flags_inv + body_cover_flags = copy.body_cover_flags + inv_hide_flags = copy.inv_hide_flags gender = copy.gender if(copy.item_icons) @@ -101,7 +101,7 @@ icon_state = "greysoft" desc = "It looks like a plain hat, but upon closer inspection, there's an advanced holographic array installed inside. It seems to have a small dial inside." origin_tech = list(TECH_ILLEGAL = 3) - body_parts_covered = 0 + body_cover_flags = 0 var/global/list/clothing_choices /obj/item/clothing/head/chameleon/Initialize(mapload) @@ -477,7 +477,7 @@ /obj/item/gun/energy/chameleon/disguise(var/newtype) var/obj/item/gun/copy = ..() - flags_inv = copy.flags_inv + inv_hide_flags = copy.inv_hide_flags if(copy.fire_sound) fire_sound = copy.fire_sound else diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index b5f88013ed1..cf53073c824 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -60,7 +60,7 @@ BLIND // can't see anything desc = "A pair of glasses with a light blue tint on the inside to change your whole worldview." icon = 'icons/obj/clothing/glasses.dmi' icon_state = "glasses" - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/tinted/Initialize(mapload) . = ..() @@ -155,7 +155,7 @@ BLIND // can't see anything origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) toggleable = 1 vision_flags = SEE_TURFS - body_parts_covered = EYES //cit change + body_cover_flags = EYES //cit change enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS) /obj/item/clothing/glasses/meson/Initialize(mapload) @@ -201,7 +201,7 @@ BLIND // can't see anything item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") toggleable = 1 action_button_name = "Toggle Goggles" - body_parts_covered = EYES + body_cover_flags = EYES clothing_flags = SCAN_REAGENTS /obj/item/clothing/glasses/science/Initialize(mapload) @@ -213,7 +213,7 @@ BLIND // can't see anything desc = "Just some plain old goggles." icon_state = "plaingoggles" item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") - body_parts_covered = EYES + body_cover_flags = EYES atom_flags = PHORONGUARD /obj/item/clothing/glasses/night @@ -225,7 +225,7 @@ BLIND // can't see anything darkness_view = 7 toggleable = 1 action_button_name = "Toggle Goggles" - body_parts_covered = EYES // Cit change + body_cover_flags = EYES // Cit change off_state = "denight" flash_protection = FLASH_PROTECTION_REDUCED enables_planes = list(VIS_FULLBRIGHT) @@ -244,7 +244,7 @@ BLIND // can't see anything desc = "Yarr." icon_state = "eyepatch" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blindfold", SLOT_ID_LEFT_HAND = "blindfold") - body_parts_covered = 0 + body_cover_flags = 0 var/eye = null drop_sound = 'sound/items/drop/gloves.ogg' pickup_sound = 'sound/items/pickup/gloves.ogg' @@ -255,7 +255,7 @@ BLIND // can't see anything desc = "A simple eyepatch made of a strip of cloth tied around the head." icon_state = "eyepatch_white" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blindfold", SLOT_ID_LEFT_HAND = "blindfold") - body_parts_covered = 0 + body_cover_flags = 0 var/eye = null /obj/item/clothing/glasses/eyepatchwhite/verb/switcheye() @@ -291,7 +291,7 @@ BLIND // can't see anything desc = "Such a dapper eyepiece!" icon_state = "monocle" item_state_slots = list(SLOT_ID_RIGHT_HAND = "headset", SLOT_ID_LEFT_HAND = "headset") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/material name = "optical material scanner" @@ -302,7 +302,7 @@ BLIND // can't see anything toggleable = 1 action_button_name = "Toggle Goggles" vision_flags = SEE_OBJS - body_parts_covered = EYES //cit change + body_cover_flags = EYES //cit change enables_planes = list(VIS_FULLBRIGHT) /obj/item/clothing/glasses/material/Initialize(mapload) @@ -324,7 +324,7 @@ BLIND // can't see anything action_button_name = "Toggle Goggles" off_state = "denight" vision_flags = SEE_OBJS | SEE_TURFS - body_parts_covered = EYES // Cit change + body_cover_flags = EYES // Cit change flash_protection = FLASH_PROTECTION_REDUCED enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS) @@ -338,7 +338,7 @@ BLIND // can't see anything icon_state = "glasses" item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") prescription = 1 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/regular/scanners name = "scanning goggles" @@ -355,14 +355,14 @@ BLIND // can't see anything name = "3D glasses" icon_state = "3d" item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/gglasses name = "green glasses" desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme." icon_state = "gglasses" item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/regular/rimless name = "prescription rimless glasses" @@ -458,16 +458,16 @@ BLIND // can't see anything if(usr.canmove && !usr.stat && !usr.restrained()) if(src.up) src.up = !src.up - flags_inv |= HIDEEYES - body_parts_covered |= EYES + inv_hide_flags |= HIDEEYES + body_cover_flags |= EYES icon_state = initial(icon_state) flash_protection = initial(flash_protection) tint = initial(tint) to_chat(usr, "You flip \the [src] down to protect your eyes.") else src.up = !src.up - flags_inv &= ~HIDEEYES - body_parts_covered &= ~EYES + inv_hide_flags &= ~HIDEEYES + body_cover_flags &= ~EYES icon_state = "[initial(icon_state)]up" flash_protection = FLASH_PROTECTION_NONE tint = TINT_NONE @@ -536,7 +536,7 @@ BLIND // can't see anything name = "tactical HUD" desc = "Flash-resistant goggles with inbuilt combat and security information." icon_state = "swatgoggles" - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/sunglasses/sechud/aviator name = "security HUD aviators" @@ -638,14 +638,14 @@ BLIND // can't see anything action_button_name = "Toggle Monocle" atom_flags = NONE //doesn't protect eyes because it's a monocle, duh - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/thermal/plain/eyepatch name = "optical thermal eyepatch" desc = "An eyepatch with built-in thermal optics" icon_state = "eyepatch" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blindfold", SLOT_ID_LEFT_HAND = "blindfold") - body_parts_covered = 0 + body_cover_flags = 0 toggleable = 1 action_button_name = "Toggle Eyepatch" @@ -663,7 +663,7 @@ BLIND // can't see anything action_button_name = "Adjust Orange Goggles" atom_flags = PHORONGUARD var/up = 0 - body_parts_covered = EYES + body_cover_flags = EYES species_restricted = list(SPECIES_TESHARI) /obj/item/clothing/glasses/aerogelgoggles/attack_self() @@ -677,14 +677,14 @@ BLIND // can't see anything if(usr.canmove && !usr.stat && !usr.restrained()) if(src.up) src.up = !src.up - flags_inv |= HIDEEYES - body_parts_covered |= EYES + inv_hide_flags |= HIDEEYES + body_cover_flags |= EYES icon_state = initial(icon_state) to_chat(usr, "You flip \the [src] down to protect your eyes.") else src.up = !src.up - flags_inv &= ~HIDEEYES - body_parts_covered &= ~EYES + inv_hide_flags &= ~HIDEEYES + body_cover_flags &= ~EYES icon_state = "[initial(icon_state)]up" to_chat(usr, "You push \the [src] up from in front of your eyes.") update_worn_icon() @@ -696,7 +696,7 @@ BLIND // can't see anything icon_state = "jamjar_glasses" item_state_slots = list(SLOT_ID_RIGHT_HAND = "glasses", SLOT_ID_LEFT_HAND = "glasses") prescription = 1 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/augmentedshades name = "augmented shades" @@ -776,7 +776,7 @@ BLIND // can't see anything //We're getting a prescription else if(ishuman(target)) var/mob/living/carbon/human/T = target - if(T.glasses || (T.head && T.head.flags_inv & HIDEEYES)) + if(T.glasses || (T.head && T.head.inv_hide_flags & HIDEEYES)) to_chat(user, "The person's eyes can't be covered!") return @@ -799,7 +799,7 @@ BLIND // can't see anything icon_state = "tajblind" item_state = "tajblind" prescription = 1 - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/hud/health/tajblind name = "lightweight veil" @@ -808,7 +808,7 @@ BLIND // can't see anything icon_override = 'icons/mob/clothing/eyes.dmi' icon_state = "tajblind_med" item_state = "tajblind_med" - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/sunglasses/sechud/tajblind name = "sleek veil" @@ -818,7 +818,7 @@ BLIND // can't see anything icon_state = "tajblind_sec" item_state = "tajblind_sec" prescription = 1 - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/meson/prescription/tajblind name = "industrial veil" @@ -828,7 +828,7 @@ BLIND // can't see anything icon_state = "tajblind_meson" item_state = "tajblind_meson" off_state = "tajblind" - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/material/prescription/tajblind name = "mining veil" @@ -838,7 +838,7 @@ BLIND // can't see anything icon_state = "tajblind_meson" item_state = "tajblind_meson" off_state = "tajblind" - body_parts_covered = EYES + body_cover_flags = EYES /obj/item/clothing/glasses/welding/laconic name = "laconic goggles" diff --git a/code/modules/clothing/glasses/hud.dm b/code/modules/clothing/glasses/hud.dm index 2da3ea61f61..3f0aa153f00 100644 --- a/code/modules/clothing/glasses/hud.dm +++ b/code/modules/clothing/glasses/hud.dm @@ -9,7 +9,7 @@ desc = "A heads-up display that scans the humans in view and provides accurate data about their health status." icon_state = "healthhud" item_state_slots = list(SLOT_ID_RIGHT_HAND = "headset", SLOT_ID_LEFT_HAND = "headset") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/hud/health/Initialize(mapload) . = ..() @@ -27,7 +27,7 @@ desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records." icon_state = "securityhud" item_state_slots = list(SLOT_ID_RIGHT_HAND = "headset", SLOT_ID_LEFT_HAND = "headset") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/glasses/hud/security/Initialize(mapload) . = ..() @@ -202,7 +202,7 @@ icon_override = 'icons/vore/custom_clothes_vr.dmi' icon_state = "projector" off_state = "projector-off" - body_parts_covered = 0 + body_cover_flags = 0 toggleable = 1 prescription = 1 vision_flags = SEE_TURFS //but they can spot breaches. Due to the way HUDs work, they don't provide darkvision up-close the way mesons do. @@ -265,7 +265,7 @@ desc = "An eyepatch with built in scanners, that analyzes those in view and provides accurate data about their ID status and security records." icon_state = "hudpatch" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blindfold", SLOT_ID_LEFT_HAND = "blindfold") - body_parts_covered = 0 + body_cover_flags = 0 enables_planes = list(VIS_AUGMENTED) var/eye = null @@ -288,7 +288,7 @@ desc = "A eyepatch equipped with a scanning lens and mounted retinal projector. For when you take style over smarts." icon_state = "mesonpatch" off_state = "eyepatch" - body_parts_covered = 0 + body_cover_flags = 0 toggleable = 1 vision_flags = SEE_TURFS //but they can spot breaches. Due to the way HUDs work, they don't provide darkvision up-close the way mesons do. @@ -323,5 +323,5 @@ desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. This one's an eyepatch." icon_state = "medpatch" item_state_slots = list(SLOT_ID_RIGHT_HAND = "headset", SLOT_ID_LEFT_HAND = "headset") - body_parts_covered = 0 + body_cover_flags = 0 enables_planes = list(VIS_AUGMENTED) diff --git a/code/modules/clothing/gloves/_gloves.dm b/code/modules/clothing/gloves/_gloves.dm index 64f7fd1a12c..fffdb756b30 100644 --- a/code/modules/clothing/gloves/_gloves.dm +++ b/code/modules/clothing/gloves/_gloves.dm @@ -18,7 +18,7 @@ var/overgloves = 0 //Used by gauntlets and arm_guards var/punch_force = 0 //How much damage do these gloves add to a punch? var/punch_damtype = BRUTE //What type of damage does this make fists be? - body_parts_covered = HANDS + body_cover_flags = HANDS slot_flags = SLOT_GLOVES attack_verb = list("challenged") drop_sound = 'sound/items/drop/gloves.ogg' diff --git a/code/modules/clothing/gloves/arm_guards.dm b/code/modules/clothing/gloves/arm_guards.dm index 865ba9c5c4e..6b2b0cbc9b2 100644 --- a/code/modules/clothing/gloves/arm_guards.dm +++ b/code/modules/clothing/gloves/arm_guards.dm @@ -1,7 +1,7 @@ /obj/item/clothing/gloves/arm_guard name = "arm guards" desc = "These arm guards will protect your hands and arms." - body_parts_covered = HANDS|ARMS + body_cover_flags = HANDS|ARMS overgloves = 1 punch_force = 3 w_class = ITEMSIZE_NORMAL @@ -19,11 +19,11 @@ var/mob/living/carbon/human/H = M if(H.wear_suit) - if(H.wear_suit.body_parts_covered & ARMS) + if(H.wear_suit.body_cover_flags & ARMS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit], it's in the way.") return FALSE for(var/obj/item/clothing/accessory/A in H.wear_suit) - if(A.body_parts_covered & ARMS) + if(A.body_cover_flags & ARMS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit]'s [A], it's in the way.") return FALSE return TRUE diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 361a18fc17a..6539827bfd8 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -207,7 +207,7 @@ name = "armwraps" desc = "A series of armwraps. Makes you pretty keen to start punching people." icon_state = "armwraps" - body_parts_covered = ARMS + body_cover_flags = ARMS cold_protection = ARMS strip_delay = 300 //you can't just yank them off obj_flags = UNIQUE_RENAME @@ -436,7 +436,7 @@ icon_state = "mauler_gauntlets" item_state = "mauler_gauntlets" transfer_prints = FALSE - body_parts_covered = ARMS|HANDS + body_cover_flags = ARMS|HANDS cold_protection = ARMS|HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT @@ -623,7 +623,7 @@ name = "bone bracers" desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms." icon_state = "bracers" - body_parts_covered = ARMS + body_cover_flags = ARMS cold_protection = HANDS heat_protection = HANDS armor = list("melee" = 15, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 15, "acid" = 0) diff --git a/code/modules/clothing/gloves/rings/_rings.dm b/code/modules/clothing/gloves/rings/_rings.dm index a48a6d28af6..c7cd1f227e9 100644 --- a/code/modules/clothing/gloves/rings/_rings.dm +++ b/code/modules/clothing/gloves/rings/_rings.dm @@ -10,4 +10,4 @@ glove_level = 1 fingerprint_chance = 100 punch_force = 2 - body_parts_covered = 0 + body_cover_flags = 0 diff --git a/code/modules/clothing/head/_head.dm b/code/modules/clothing/head/_head.dm index 0c463f33cae..5ce1b199ae0 100644 --- a/code/modules/clothing/head/_head.dm +++ b/code/modules/clothing/head/_head.dm @@ -6,7 +6,7 @@ SLOT_ID_LEFT_HAND = 'icons/mob/items/lefthand_hats.dmi', SLOT_ID_RIGHT_HAND = 'icons/mob/items/righthand_hats.dmi', ) - body_parts_covered = HEAD + body_cover_flags = HEAD slot_flags = SLOT_HEAD w_class = ITEMSIZE_SMALL blood_sprite_state = "helmetblood" diff --git a/code/modules/clothing/head/collectable.dm b/code/modules/clothing/head/collectable.dm index f563c1d56f6..bb534dabb21 100644 --- a/code/modules/clothing/head/collectable.dm +++ b/code/modules/clothing/head/collectable.dm @@ -14,14 +14,14 @@ name = "collectable slime cap!" desc = "It just latches right in place!" icon_state = "headslime" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/xenom name = "collectable xenomorph helmet!" desc = "Hiss hiss hiss!" icon_state = "xenom" item_state_slots = list(SLOT_ID_RIGHT_HAND = "xenos_helm", SLOT_ID_LEFT_HAND = "xenos_helm") - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/collectable/chef name = "collectable chef's hat" @@ -32,7 +32,7 @@ name = "collectable paper hat" desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians." icon_state = "paper" - body_parts_covered = 0 + body_cover_flags = 0 drop_sound = 'sound/items/drop/paper.ogg' pickup_sound = 'sound/items/pickup/paper.ogg' @@ -41,31 +41,31 @@ name = "collectable top hat" desc = "A top hat worn by only the most prestigious hat collectors." icon_state = "tophat" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/captain name = "collectable Facility Director's hat" desc = "A Collectable Hat that'll make you look just like a real comdom!" icon_state = "captain" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/police name = "collectable police officer's hat" desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW." icon_state = "policehelm" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/beret name = "collectable beret" desc = "A Collectable red Beret. It smells faintly of Garlic." icon_state = "beret" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/welding name = "collectable welding helmet" desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!" icon_state = "welding" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/collectable/slime name = "collectable slime hat" @@ -83,19 +83,19 @@ name = "collectable pirate hat" desc = "You'd make a great Dread Syndie Roberts!" icon_state = "pirate" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/kitty name = "collectable kitty ears" desc = "The fur feels.....a bit too realistic." icon_state = "kitty" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/rabbitears name = "collectable rabbit ears" desc = "Not as lucky as the feet!" icon_state = "bunny" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/wizard name = "collectable wizard's hat" @@ -106,13 +106,13 @@ name = "collectable hard hat" desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!" icon_state = "hardhat0_yellow" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/HoS name = "collectable HoS hat" desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!" icon_state = "hoscap" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/collectable/thunderdome name = "collectable Thunderdome helmet" diff --git a/code/modules/clothing/head/flowercrowns.dm b/code/modules/clothing/head/flowercrowns.dm index 154fdf692b5..620e98a4b4e 100644 --- a/code/modules/clothing/head/flowercrowns.dm +++ b/code/modules/clothing/head/flowercrowns.dm @@ -3,7 +3,7 @@ desc = "A small wood circlet for making a flower crown." icon_state = "woodcirclet" w_class = ITEMSIZE_SMALL - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/woodcirclet/attackby(obj/item/W as obj, mob/user as mob) var/obj/item/complete @@ -44,38 +44,38 @@ name = "sunflower crown" desc = "A flower crown weaved with sunflowers." icon_state = "sunflower_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/lavender_crown name = "lavender crown" desc = "A flower crown weaved with lavender." icon_state = "lavender_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/harebell_crown name = "harebell crown" desc = "A flower crown weaved with harebell." icon_state = "lavender_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/poppy_crown name = "poppy crown" desc = "A flower crown weaved with poppies." icon_state = "poppy_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/rose_crown name = "rose crown" desc = "A flower crown weaved with roses." icon_state = "poppy_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/nettle_crown name = "crown of thorns" desc = "A crown weaved with nettles and other thorny plants. Itchy." icon_state = "nettle_crown" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/nettle_death_crown name = "crown of spines" desc = "A crown weaved with death nettles and other thorny plants. Smells faintly of burning." icon_state = "nettle_death_crown" - body_parts_covered = 0 + body_cover_flags = 0 diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index d44e5a9860f..40a8b41ae4c 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -5,7 +5,7 @@ brightness_on = 4 //luminosity when on light_overlay = "hardhat_light" armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20) - flags_inv = 0 + inv_hide_flags = 0 siemens_coefficient = 0.9 action_button_name = "Toggle Head-light" w_class = ITEMSIZE_NORMAL @@ -46,7 +46,7 @@ icon = 'icons/obj/clothing/ranger.dmi' icon_state = "ranger_helmet" light_overlay = "helmet_light" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR /obj/item/clothing/head/hardhat/ranger/Initialize(mapload) . = ..() diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index be32895c347..45faa6ffd28 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -6,7 +6,7 @@ restricted_accessory_slots = (ACCESSORY_SLOT_HELM_C) clothing_flags = THICKMATERIAL armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0) - flags_inv = HIDEEARS|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_COLD_PROTECTION_TEMPERATURE heat_protection = HEAD @@ -101,7 +101,7 @@ icon_state = "helmet_combat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "helmet", SLOT_ID_LEFT_HAND = "helmet") armor = list(melee = 50, bullet = 50, laser = 50 ,energy = 30, bomb = 30, bio = 0, rad = 0) - flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHEADHAIR siemens_coefficient = 0.6 valid_accessory_slots = null @@ -122,7 +122,7 @@ desc = "They're often used by highly trained SWAT Officers." icon_state = "swat" armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0) - flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHEADHAIR cold_protection = HEAD min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0.5 @@ -153,7 +153,7 @@ desc = "Ave, Imperator, morituri te salutant." icon_state = "gladiator" item_state_slots = list(SLOT_ID_RIGHT_HAND = "vhelmet", SLOT_ID_LEFT_HAND = "vhelmet") - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR siemens_coefficient = 1 valid_accessory_slots = null @@ -180,7 +180,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "swat", SLOT_ID_LEFT_HAND = "swat") armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0) - flags_inv = HIDEEARS|BLOCKHAIR + inv_hide_flags = HIDEEARS|BLOCKHAIR siemens_coefficient = 0.7 valid_accessory_slots = null @@ -190,7 +190,7 @@ icon_state = "v62" item_state_slots = list(SLOT_ID_RIGHT_HAND = "head_m", SLOT_ID_LEFT_HAND = "head_m") armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0) - flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHEADHAIR cold_protection = HEAD min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0.5 @@ -202,7 +202,7 @@ icon_state = "eraticator-head" item_state_slots = list(SLOT_ID_RIGHT_HAND = "helmet", SLOT_ID_LEFT_HAND = "helmet") armor = list(melee = 10, bullet = 80, laser = 10 ,energy = 10, bomb = 0, bio = 0, rad = 0) - flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|HIDEEYES|BLOCKHEADHAIR siemens_coefficient = 0.7 valid_accessory_slots = null diff --git a/code/modules/clothing/head/hood.dm b/code/modules/clothing/head/hood.dm index 6b27a16d353..e333bb6ab3f 100644 --- a/code/modules/clothing/head/hood.dm +++ b/code/modules/clothing/head/hood.dm @@ -2,9 +2,9 @@ name = "hood" desc = "A generic hood." icon_state = "generic_hood" - body_parts_covered = HEAD + body_cover_flags = HEAD cold_protection = HEAD - flags_inv = HIDEEARS | BLOCKHAIR + inv_hide_flags = HIDEEARS | BLOCKHAIR // Winter coats /obj/item/clothing/head/hood/winter @@ -130,7 +130,7 @@ name = "ronin heating coils" desc = "Glowing coils designed to ward off cold temperatures." icon_state = "ronin_hood" - flags_inv = NONE + inv_hide_flags = NONE //Hazardous Softsuit Hoods /obj/item/clothing/head/hood/explorer @@ -227,13 +227,13 @@ name = "Springtime Pariah Moto Jacket hood" desc = "The internal cooling system of the jacket can be swapped to fire hot air in cold environments." icon_state = "empty_hood" - flags_inv = NONE + inv_hide_flags = NONE /obj/item/clothing/head/hood/runner name = "Runner Jacket hood" desc = "The internal cooling system of the jacket can be swapped to fire hot air in cold environments." icon_state = "empty_hood" - flags_inv = NONE + inv_hide_flags = NONE /obj/item/clothing/head/hood/runner/half_pint name = "Half-Pint hood" diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index 96f8b2bf184..5d4393d4028 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -10,7 +10,7 @@ name = "Facility Director's hat" icon_state = "captain" desc = "It's good being the king." - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/caphat/cap name = "Facility Director's cap" @@ -34,8 +34,8 @@ desc = "It's a hood that covers the head. It keeps you warm during the space winters." icon_state = "chaplain_hood" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_black", SLOT_ID_LEFT_HAND = "beret_black") - flags_inv = BLOCKHAIR - body_parts_covered = HEAD + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD //Chaplain but spookier /obj/item/clothing/head/chaplain_hood/whiteout @@ -50,15 +50,15 @@ desc = "Maximum piety in this star system." icon_state = "nun_hood" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_black", SLOT_ID_LEFT_HAND = "beret_black") - flags_inv = BLOCKHAIR - body_parts_covered = HEAD + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD //Mime /obj/item/clothing/head/beret name = "beret" desc = "A beret, an artists favorite headwear." icon_state = "beret" - body_parts_covered = 0 + body_cover_flags = 0 //Security /obj/item/clothing/head/beret/sec @@ -130,7 +130,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "", SLOT_ID_LEFT_HAND = "") valid_accessory_slots = null show_examine = FALSE - flags_inv = null + inv_hide_flags = null /obj/item/clothing/head/det name = "fedora" @@ -181,7 +181,7 @@ desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs." icon_state = "surgcap_blue" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_blue", SLOT_ID_LEFT_HAND = "beret_blue") - flags_inv = BLOCKHEADHAIR + inv_hide_flags = BLOCKHEADHAIR /obj/item/clothing/head/surgery/purple desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple." diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index f75ecc9ac7b..9844a855da2 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -3,7 +3,7 @@ icon_state = "centcom" desc = "It's good to be emperor." siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/centhat/customs name = "Customs Hat" @@ -16,7 +16,7 @@ name = "hair pin" desc = "A nice hair pin." slot_flags = SLOT_HEAD | SLOT_EARS - body_parts_covered = 0 + body_cover_flags = 0 drop_sound = 'sound/items/drop/ring.ogg' pickup_sound = 'sound/items/pickup/ring.ogg' @@ -102,21 +102,21 @@ desc = "It's an amish looking hat." icon_state = "tophat" siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/redcoat name = "redcoat's hat" icon_state = "redcoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "pirate", SLOT_ID_LEFT_HAND = "pirate") desc = "'I guess it's a redhead.'" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/mailman name = "station cap" icon_state = "mailman" item_state_slots = list(SLOT_ID_RIGHT_HAND = "hopcap", SLOT_ID_LEFT_HAND = "hopcap") desc = "Choo-choo!" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/plaguedoctorhat name = "plague doctor's hat" @@ -125,59 +125,59 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "tophat", SLOT_ID_LEFT_HAND = "tophat") permeability_coefficient = 0.01 siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/hasturhood name = "hastur's hood" desc = "It's unspeakably stylish" icon_state = "hasturhood" item_state_slots = list(SLOT_ID_RIGHT_HAND = "enginering_beret", SLOT_ID_LEFT_HAND = "enginering_beret") - flags_inv = BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/nursehat name = "nurse's hat" desc = "It allows quick identification of trained medical personnel." icon_state = "nursehat" siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/syndicatefake name = "red space-helmet replica" item_state_slots = list(SLOT_ID_RIGHT_HAND = "syndicate-helm-black-red", SLOT_ID_LEFT_HAND = "syndicate-helm-black-red") icon_state = "syndicate" 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!" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR siemens_coefficient = 2.0 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/hevhelm name = "Hazardous Environments Helmet" desc = "Don't get Kleiner'd, wear the Helmet." icon_state = "hevhelm" - flags_inv = BLOCKHAIR|HIDEEARS|HIDEMASK - body_parts_covered = HEAD|FACE + inv_hide_flags = BLOCKHAIR|HIDEEARS|HIDEMASK + body_cover_flags = HEAD|FACE /obj/item/clothing/head/cueball name = "cueball helmet" desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?" icon_state = "cueball" - flags_inv = BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/greenbandana name = "green bandana" desc = "It's a green bandana with some fine nanotech lining." icon_state = "greenbandana" - flags_inv = 0 - body_parts_covered = 0 + inv_hide_flags = 0 + body_cover_flags = 0 /obj/item/clothing/head/cardborg name = "cardborg helmet" desc = "A helmet made out of a box." icon_state = "cardborg_h" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE + body_cover_flags = HEAD|FACE|EYES drop_sound = 'sound/items/drop/cardboardbox.ogg' pickup_sound = 'sound/items/pickup/cardboardbox.ogg' @@ -185,8 +185,8 @@ name = "justice hat" desc = "fight for what's righteous!" icon_state = "justicered" //Does this even exist? - flags_inv = BLOCKHAIR - body_parts_covered = HEAD|EYES + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD|EYES /obj/item/clothing/head/justice/blue icon_state = "justiceblue" @@ -204,7 +204,7 @@ name = "rabbit ears" desc = "Wearing these makes you looks useless, and only good for your sex appeal." icon_state = "bunny" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/flatcap name = "flat cap" @@ -222,14 +222,14 @@ name = "pirate hat" desc = "Yarr." icon_state = "pirate" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/hgpiratecap name = "pirate hat" desc = "Yarr." icon_state = "hgpiratecap" item_state_slots = list(SLOT_ID_RIGHT_HAND = "hoscap", SLOT_ID_LEFT_HAND = "hoscap") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/bandana name = "pirate bandana" @@ -242,7 +242,7 @@ desc = "Gentleman, elite aboard!" icon_state = "bowler" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tophat", SLOT_ID_LEFT_HAND = "tophat") - body_parts_covered = 0 + body_cover_flags = 0 //stylish bs12 hats @@ -251,7 +251,7 @@ icon_state = "bowler_hat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tophat", SLOT_ID_LEFT_HAND = "tophat") desc = "For the gentleman of distinction." - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/beaverhat name = "beaver hat" @@ -303,7 +303,7 @@ name = "cowboy hat" desc = "For those that have spurs that go jingle jangle jingle." icon_state = "cowboyhat" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/cowboy_hat/black name = "black cowboy hat" @@ -329,23 +329,23 @@ name = "witch costume wig" desc = "Eeeee~heheheheheheh!" icon_state = "witch" - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 2.0 /obj/item/clothing/head/chicken name = "chicken suit head" desc = "Bkaw!" icon_state = "chickenhead" - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 0.7 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/bearpelt name = "bear pelt hat" desc = "Fuzzy." icon_state = "bearpelt" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_black", SLOT_ID_LEFT_HAND = "beret_black") - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 0.7 /obj/item/clothing/head/xenos @@ -353,24 +353,24 @@ icon_state = "xenos" item_state_slots = list(SLOT_ID_RIGHT_HAND = "xenos_helm", SLOT_ID_LEFT_HAND = "xenos_helm") desc = "A helmet made out of chitinous alien hide." - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR siemens_coefficient = 2.0 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/philosopher_wig name = "natural philosopher's wig" desc = "A stylish monstrosity unearthed from Earth's Renaissance period. With this most distinguish'd wig, you'll be ready for your next soiree!" icon_state = "philosopher_wig" item_state_slots = list(SLOT_ID_RIGHT_HAND = "pwig", SLOT_ID_LEFT_HAND = "pwig") - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 2.0 //why is it so conductive?! - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/orangebandana //themij: Taryn Kifer name = "orange bandana" desc = "An orange piece of cloth, worn on the head." icon_state = "orange_bandana" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/hijab name = "hijab" @@ -378,15 +378,15 @@ icon_state = "hijab" addblends = "hijab_a" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_white", SLOT_ID_LEFT_HAND = "beret_white") - body_parts_covered = 0 - flags_inv = BLOCKHAIR + body_cover_flags = 0 + inv_hide_flags = BLOCKHAIR /obj/item/clothing/head/kippa name = "kippa" desc = "A small, brimless cap." icon_state = "kippa" addblends = "kippa_a" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/turban name = "turban" @@ -394,8 +394,8 @@ icon_state = "turban" addblends = "turban_a" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_white", SLOT_ID_LEFT_HAND = "beret_white") - body_parts_covered = 0 - flags_inv = BLOCKHEADHAIR + body_cover_flags = 0 + inv_hide_flags = BLOCKHEADHAIR /obj/item/clothing/head/taqiyah name = "taqiyah" @@ -408,7 +408,7 @@ name = "beanie" desc = "A head-hugging brimless winter cap. This one is tight." icon_state = "beanie" - body_parts_covered = 0 + body_cover_flags = 0 min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE /obj/item/clothing/head/beanie_loose @@ -416,7 +416,7 @@ desc = "A head-hugging brimless winter cap. This one is loose." icon_state = "beanie_hang" addblends = "beanie_hang_a" - body_parts_covered = 0 + body_cover_flags = 0 min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE /obj/item/clothing/head/beretg @@ -424,44 +424,44 @@ desc = "A beret, an artists favorite headwear." icon_state = "beret_g" addblends = "beret_g_a" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/sombrero name = "sombrero" desc = "A wide-brimmed hat popularly worn in Mexico." icon_state = "sombrero" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/headband/maid name = "maid headband" desc = "Keeps hair out of the way for important... jobs." icon_state = "maid" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/maangtikka name = "maang tikka" desc = "A jeweled headpiece originating in India." icon_state = "maangtikka" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/jingasa name = "jingasa" desc = "A wide, flat rain hat originally from Japan." icon_state = "jingasa" - body_parts_covered = 0 + body_cover_flags = 0 item_state_slots = list(SLOT_ID_RIGHT_HAND = "taq", SLOT_ID_LEFT_HAND = "taq") /obj/item/clothing/head/cowl name = "black cowl" desc = "A gold-lined black cowl. It gives off uncomfortable cult vibes, but fancy." icon_state = "cowl" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/cowl name = "white cowl" desc = "A gold-lined white cowl. It gives off uncomfortable cult vibes, but fancy." icon_state = "whitecowl" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/bohat name = "bridge officer hat" @@ -503,48 +503,48 @@ desc = "A conical hat originating from old Earth Asia. Useful for keeping the sun and moisture out of your face when working in a humid environment." icon_state = "rice_hat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_white", SLOT_ID_LEFT_HAND = "beret_white") - body_parts_covered = 0 - flags_inv = BLOCKHAIR + body_cover_flags = 0 + inv_hide_flags = BLOCKHAIR /obj/item/clothing/head/lobster name = "lobster costume head" desc = "Remember: Lobsters don't scream." icon_state = "lobster_hat" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR siemens_coefficient = 0.7 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/nemes name = "nemes headdress" desc = "A flowing cloth cap worn by the ruling class of Egypt, an old Earth country in Africa. Usually found on dessicated corpses or fetish cosplayers." icon_state = "nemes_headdress" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_blue", SLOT_ID_LEFT_HAND = "beret_blue") - body_parts_covered = 0 - flags_inv = BLOCKHAIR + body_cover_flags = 0 + inv_hide_flags = BLOCKHAIR /obj/item/clothing/head/pharaoh name = "pharaoh cap" desc = "An alternate headdress worn by ancient Egyptian Pharaohs. Studies have concluded that wearing this does not, in fact, make you an Egyptian." icon_state = "pharaoh_hat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_blue", SLOT_ID_LEFT_HAND = "beret_blue") - body_parts_covered = 0 - flags_inv = BLOCKHAIR + body_cover_flags = 0 + inv_hide_flags = BLOCKHAIR /obj/item/clothing/head/skull name = "totemic skull hat" desc = "This bleached skull has been fitted with a band allowing it to be worn. Whether the foe was yours, or anothers, you do feel a little more intimidating with this on." icon_state = "skull" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_white", SLOT_ID_LEFT_HAND = "beret_white") - body_parts_covered = 0 - flags_inv = 0 + body_cover_flags = 0 + inv_hide_flags = 0 /obj/item/clothing/head/bunny name = "bunny costume head" desc = "Popular with both mascots and heartbroken Japanese highschool girls." icon_state = "bunnyhead" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR siemens_coefficient = 0.7 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/pith name = "pith hat" @@ -571,7 +571,7 @@ name = "banded crown" desc = "A simple crown, fashioned out of gold." icon_state = "crown" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/head/crown/fancy name = "coronation crown" @@ -582,19 +582,19 @@ name = "field hat" desc = "A ragged burlap hat, bleached and worn by years of exposure to blistering sunlight." icon_state = "scarecrow_hat" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/head/holiday name = "red holiday hat" desc = "A floppy, fur lined cap. Made famous by an Old Earth mythical figure." icon_state = "christmashat" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/head/holiday/green name = "green holiday hat" desc = "A floppy, fur lined cap. Made famous by a cabal of toy crafting elves." icon_state = "christmashatg" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/head/telegram name = "telegram cap" @@ -610,9 +610,9 @@ name = "snowman head" desc = "A chilly pile of reinforced ice, fashioned to look like a snowman's head." icon_state = "snowman" - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR siemens_coefficient = 0.7 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/traveller name = "traveller's hat" @@ -629,7 +629,7 @@ name = "aegyptian circlet" desc = "Perfect for when you want to deliver a stern look from on high." icon_state = "ankh" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/roman_replica name = "Roman Galea" @@ -657,13 +657,13 @@ name = "paper sack hat" desc = "A paper sack with crude holes cut out for eyes. Useful for hiding one's identity or ugliness." icon_state = "paperbag_None" - flags_inv = BLOCKHAIR|HIDEFACE + inv_hide_flags = BLOCKHAIR|HIDEFACE /obj/item/clothing/head/papersack/smiley name = "paper sack hat" desc = "A paper sack with crude holes cut out for eyes and a sketchy smile drawn on the front. Not creepy at all." icon_state = "paperbag_SmileyFace" - flags_inv = BLOCKHAIR|HIDEFACE + inv_hide_flags = BLOCKHAIR|HIDEFACE /obj/item/clothing/head/ghost_sheet name = "ghost sheet" @@ -673,14 +673,14 @@ throw_force = 0 throw_speed = 1 throw_range = 2 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|HEAD|FACE - flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|HEAD|FACE + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDETIE|HIDEHOLSTER /obj/item/clothing/head/half_pint //Note, this headband is basically designed to only work on one hairstyle. YMMV name = "Half-Pint Headband" desc = "A simple metal headband with cosmetic lights. It seems like it's meant to accompany an outfit." icon_state = "half_pint" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/bard name = "audacious wide brimmed hat" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 5578cceca34..2ac2a7396ee 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -20,8 +20,8 @@ matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000) var/up = 0 armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) - flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) + body_cover_flags = HEAD|FACE|EYES action_button_name = "Flip Welding Mask" siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL @@ -46,16 +46,16 @@ if(usr.canmove && !usr.stat && !usr.restrained()) if(src.up) src.up = !src.up - body_parts_covered |= (EYES|FACE) - flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) + body_cover_flags |= (EYES|FACE) + inv_hide_flags |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) icon_state = base_state flash_protection = FLASH_PROTECTION_MAJOR tint = initial(tint) to_chat(usr, "You flip the [src] down to protect your eyes.") else src.up = !src.up - body_parts_covered &= ~(EYES|FACE) - flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) + body_cover_flags &= ~(EYES|FACE) + inv_hide_flags &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) icon_state = "[base_state]up" flash_protection = FLASH_PROTECTION_NONE tint = TINT_NONE @@ -111,7 +111,7 @@ desc = "It's tasty looking!" icon_state = "cake0" var/onfire = 0 - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/head/cakehat/process(delta_time) if(!onfire) @@ -148,7 +148,7 @@ name = "ushanka" desc = "Perfect for winter in Siberia, da?" icon_state = "ushankadown" - flags_inv = HIDEEARS + inv_hide_flags = HIDEEARS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE /obj/item/clothing/head/ushanka/attack_self(mob/user as mob) @@ -166,8 +166,8 @@ name = "carved pumpkin" desc = "A jack o' lantern! Believed to ward off evil spirits." icon_state = "hardhat0_pumpkin"//Could stand to be renamed - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES brightness_on = 2 light_overlay = "helmet_light" w_class = ITEMSIZE_NORMAL @@ -181,7 +181,7 @@ name = "kitty ears" desc = "A pair of kitty ears. Meow!" icon_state = "kitty" - body_parts_covered = 0 + body_cover_flags = 0 siemens_coefficient = 1.5 item_icons = list() @@ -190,22 +190,22 @@ desc = "You can hear the distant sounds of rhythmic electronica." icon_state = "richard" item_state_slots = list(SLOT_ID_RIGHT_HAND = "chickenhead", SLOT_ID_LEFT_HAND = "chickenhead") - body_parts_covered = HEAD|FACE - flags_inv = BLOCKHAIR + body_cover_flags = HEAD|FACE + inv_hide_flags = BLOCKHAIR /obj/item/clothing/head/santa name = "santa hat" desc = "It's a festive christmas hat, in red!" icon_state = "santahatnorm" item_state_slots = list(SLOT_ID_RIGHT_HAND = "santahat", SLOT_ID_LEFT_HAND = "santahat") - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/santa/green name = "green santa hat" desc = "It's a festive christmas hat, in green!" icon_state = "santahatgreen" item_state_slots = list(SLOT_ID_RIGHT_HAND = "santahatgreen", SLOT_ID_LEFT_HAND = "santahatgreen") - body_parts_covered = 0 + body_cover_flags = 0 /* * Xenoarch/Surface Loot Hats @@ -294,6 +294,6 @@ description_info = "It looks like you can wear it in your head slot." icon_state = "cone" item_state = "cone" - body_parts_covered = HEAD + body_cover_flags = HEAD attack_verb = list("warned", "cautioned", "smashed") armor = list("melee" = 5) diff --git a/code/modules/clothing/head/misc_vr.dm b/code/modules/clothing/head/misc_vr.dm index f57acf6eacf..9877537d767 100644 --- a/code/modules/clothing/head/misc_vr.dm +++ b/code/modules/clothing/head/misc_vr.dm @@ -6,7 +6,7 @@ desc = "You... you're not actually going to wear that, right?" icon_state = "fishskull" icon = 'icons/obj/clothing/hats.dmi' - flags_inv = HIDEEARS|BLOCKHAIR + inv_hide_flags = HIDEEARS|BLOCKHAIR /obj/item/clothing/head/crown name = "crown" @@ -26,8 +26,8 @@ name = "shiny hood" desc = "You can be a super-hero in this! Just don't forget your suit!" icon_state = "hood_o" - flags_inv = HIDEFACE|BLOCKHAIR - body_parts_covered = FACE|HEAD + inv_hide_flags = HIDEFACE|BLOCKHAIR + body_cover_flags = FACE|HEAD /obj/item/clothing/head/shiny_hood/poly name = "polychromic shiny hood" diff --git a/code/modules/clothing/head/oricon.dm b/code/modules/clothing/head/oricon.dm index bec9b843cb7..d755e8baf2b 100644 --- a/code/modules/clothing/head/oricon.dm +++ b/code/modules/clothing/head/oricon.dm @@ -37,7 +37,7 @@ SLOT_ID_RIGHT_HAND = "helmet", ) siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/utility/fleet name = "fleet utility cover" @@ -73,7 +73,7 @@ SLOT_ID_RIGHT_HAND = "helmet", ) siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/service/marine name = "marine wheel cover" @@ -111,7 +111,7 @@ SLOT_ID_RIGHT_HAND = "helmet", ) siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/dress/expedition name = "\improper SifGuard dress cap" diff --git a/code/modules/clothing/head/pilot_helmet.dm b/code/modules/clothing/head/pilot_helmet.dm index fd865a3c93d..a641e405595 100644 --- a/code/modules/clothing/head/pilot_helmet.dm +++ b/code/modules/clothing/head/pilot_helmet.dm @@ -7,7 +7,7 @@ item_icons = list(SLOT_ID_HEAD = 'icons/mob/clothing/pilot_helmet.dmi') clothing_flags = THICKMATERIAL armor = list(melee = 20, bullet = 10, laser = 10, energy = 5, bomb = 10, bio = 0, rad = 0) - flags_inv = HIDEEARS + inv_hide_flags = HIDEEARS cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_COLD_PROTECTION_TEMPERATURE heat_protection = HEAD diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm index da5c8bf0f0b..efd85dddc9a 100644 --- a/code/modules/clothing/head/soft_caps.dm +++ b/code/modules/clothing/head/soft_caps.dm @@ -5,7 +5,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "cargosoft", SLOT_ID_LEFT_HAND = "cargosoft") var/flipped = 0 siemens_coefficient = 0.9 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/head/soft/dropped(mob/user, flags, atom/newLoc) icon_state = initial(icon_state) diff --git a/code/modules/clothing/masks/_mask.dm b/code/modules/clothing/masks/_mask.dm index e91290ef6f4..f897284e5bd 100644 --- a/code/modules/clothing/masks/_mask.dm +++ b/code/modules/clothing/masks/_mask.dm @@ -3,9 +3,9 @@ name = "mask" icon = 'icons/obj/clothing/masks.dmi' //custom species support. inhand_default_type = INHAND_DEFAULT_ICON_MASKS - body_parts_covered = HEAD + body_cover_flags = HEAD slot_flags = SLOT_MASK - body_parts_covered = FACE|EYES + body_cover_flags = FACE|EYES blood_sprite_state = "maskblood" var/voicechange = 0 diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm index a6f54ad8ab6..bdb46f1ccbd 100644 --- a/code/modules/clothing/masks/boxing.dm +++ b/code/modules/clothing/masks/boxing.dm @@ -3,8 +3,8 @@ desc = "LOADSAMONEY" icon_state = "balaclava" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bandblack", SLOT_ID_LEFT_HAND = "bandblack") - flags_inv = HIDEFACE|BLOCKHAIR - body_parts_covered = FACE|HEAD + inv_hide_flags = HIDEFACE|BLOCKHAIR + body_cover_flags = FACE|HEAD w_class = ITEMSIZE_SMALL /obj/item/clothing/mask/balaclava/tactical @@ -12,15 +12,15 @@ desc = "Designed to both hide identities and keep your face comfy and warm." icon_state = "swatclava" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bandgreen", SLOT_ID_LEFT_HAND = "bandgreen") - flags_inv = HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEFACE|BLOCKHAIR w_class = ITEMSIZE_SMALL /obj/item/clothing/mask/luchador name = "Luchador Mask" desc = "Worn by robust fighters, flying high to defeat their foes!" icon_state = "luchag" - flags_inv = HIDEFACE|BLOCKHAIR - body_parts_covered = HEAD|FACE + inv_hide_flags = HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE w_class = ITEMSIZE_SMALL siemens_coefficient = 3.0 diff --git a/code/modules/clothing/masks/breath.dm b/code/modules/clothing/masks/breath.dm index ac75168f930..561fc5f2f62 100644 --- a/code/modules/clothing/masks/breath.dm +++ b/code/modules/clothing/masks/breath.dm @@ -4,7 +4,7 @@ icon_state = "breath" item_state_slots = list(SLOT_ID_RIGHT_HAND = "breath", SLOT_ID_LEFT_HAND = "breath") clothing_flags = ALLOWINTERNALS|FLEXIBLEMATERIAL - body_parts_covered = FACE + body_cover_flags = FACE w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.10 permeability_coefficient = 0.50 @@ -17,13 +17,13 @@ hanging = !hanging if (hanging) gas_transfer_coefficient = 1 - body_parts_covered = body_parts_covered & ~FACE + body_cover_flags = body_cover_flags & ~FACE clothing_flags = clothing_flags & ~ALLOWINTERNALS icon_state = "breathdown" to_chat(user, "Your mask is now hanging on your neck.") else gas_transfer_coefficient = initial(gas_transfer_coefficient) - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) clothing_flags = initial(clothing_flags) icon_state = initial(icon_state) to_chat(user, "You pull the mask up to cover your face.") diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index 2a8d00c2643..66a300b56c7 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -3,8 +3,8 @@ desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air." icon_state = "gas_alt" clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | ALLOW_SURVIVALFOOD - flags_inv = HIDEEARS|HIDEEYES|HIDEFACE - body_parts_covered = FACE|EYES + inv_hide_flags = HIDEEARS|HIDEEYES|HIDEFACE + body_cover_flags = FACE|EYES w_class = ITEMSIZE_NORMAL item_state_slots = list(SLOT_ID_RIGHT_HAND = "gas_alt", SLOT_ID_LEFT_HAND = "gas_alt") gas_transfer_coefficient = 0.01 @@ -31,24 +31,24 @@ /obj/item/clothing/mask/gas/Initialize(mapload) . = ..() if(type == /obj/item/clothing/mask/gas) - flags_inv &= ~HIDEFACE + inv_hide_flags &= ~HIDEFACE /obj/item/clothing/mask/gas/clear name = "gas mask" desc = "A face-covering mask with a transparent faceplate that can be connected to an air supply." icon_state = "gas_clear" - flags_inv = null + inv_hide_flags = null /obj/item/clothing/mask/gas/half name = "face mask" desc = "A compact, durable gas mask that can be connected to an air supply." icon_state = "halfgas" siemens_coefficient = 0.7 - body_parts_covered = FACE + body_cover_flags = FACE w_class = ITEMSIZE_SMALL armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 55, rad = 0) var/hanging = FALSE - flags_inv = HIDEFACE + inv_hide_flags = HIDEFACE action_button_name = "Adjust Face Mask" /obj/item/clothing/mask/gas/half/proc/adjust_mask(mob/user) @@ -57,18 +57,18 @@ if (src.hanging) gas_transfer_coefficient = 1 gas_filter_strength = 0 - body_parts_covered = body_parts_covered & ~FACE + body_cover_flags = body_cover_flags & ~FACE clothing_flags &= ~(BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS) - flags_inv = 0 + inv_hide_flags = 0 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) icon_state = "halfgas_up" to_chat(usr, "Your mask is now hanging on your neck.") else gas_transfer_coefficient = initial(gas_transfer_coefficient) gas_filter_strength = initial(gas_filter_strength) - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) clothing_flags = initial(clothing_flags) - flags_inv = initial(flags_inv) + inv_hide_flags = initial(inv_hide_flags) armor = initial(armor) icon_state = initial(icon_state) to_chat(usr, "You pull the mask up to cover your face.") @@ -90,14 +90,14 @@ icon_state = "plaguedoctor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "gas", SLOT_ID_LEFT_HAND = "gas") armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0) - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/swat name = "\improper SWAT mask" desc = "A close-fitting tactical mask that can be connected to an air supply." icon_state = "swat" siemens_coefficient = 0.7 - body_parts_covered = FACE|EYES + body_cover_flags = FACE|EYES // Vox mask, has special code for eating /obj/item/clothing/mask/gas/swat/vox @@ -114,10 +114,10 @@ if(user.canmove && !user.stat) mask_open = !mask_open if(mask_open) - body_parts_covered = EYES + body_cover_flags = EYES to_chat(user, "Your mask moves to allow you to eat.") else - body_parts_covered = FACE|EYES + body_cover_flags = FACE|EYES to_chat(user, "Your mask moves to cover your mouth.") return @@ -130,9 +130,9 @@ desc = "A clear survival mask used by the Zaddat to filter out harmful nitrogen. Can be connected to an air supply and reconfigured to allow for safe eating." icon_state = "zaddat_mask" item_state = "vax_mask" - //body_parts_covered = 0 + //body_cover_flags = 0 species_restricted = list(SPECIES_ZADDAT) - flags_inv = HIDEEARS //semi-transparent + inv_hide_flags = HIDEEARS //semi-transparent filtered_gases = list(/datum/gas/phoron, /datum/gas/nitrous_oxide, /datum/gas/nitrogen) /obj/item/clothing/mask/gas/syndicate @@ -197,128 +197,128 @@ name = "guy fawkes mask" desc = "A mask stylised to depict Guy Fawkes." icon_state = "guyfawkes" - flags_inv = HIDEEARS|HIDEFACE + inv_hide_flags = HIDEEARS|HIDEFACE item_state_slots = list(SLOT_ID_RIGHT_HAND = "mime", SLOT_ID_LEFT_HAND = "mime") /obj/item/clothing/mask/gas/goblin name = "goblin mask" desc = "A professionally crafted goblin mask. Do you crave fast food?" icon_state = "goblin" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/demon name = "demon mask" desc = "A professionally crafted demon mask. Its retro daemonic style is always trendy." icon_state = "demon" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/monkeymask name = "monkey mask" desc = "A mask used when acting as a monkey." icon_state = "monkeymask" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/owl_mask name = "owl mask" desc = "Twoooo!" icon_state = "owl" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/pig name = "pig mask" desc = "A professionally crafted pig mask. For the ballistics connoisseur." icon_state = "pig" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/shark name = "shark mask" desc = "A professionally crafted shark mask. You can smell blood from a mile away." icon_state = "shark" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/dolphin name = "dolphin mask" desc = "A professionally crafted dolphin mask. Can you balance balls on your nose?" icon_state = "dolphin" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/horsehead name = "horse head mask" desc = "A mask made of soft vinyl and latex, representing the head of a horse." icon_state = "horsehead" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/frog name = "frog mask" desc = "A professionally crafted frog mask. Take your time." icon_state = "frog" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/rat name = "rat mask" desc = "A professionally crafted rat mask. Shhh." icon_state = "rat" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/fox name = "fox mask" desc = "A professionally crafted fox mask. Waiting for the perfect shot." icon_state = "fox" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/bee name = "bee mask" desc = "A professionally crafted bee mask. Even a drone can fly away." icon_state = "bee" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/bear name = "bear mask" desc = "A professionally crafted bear mask. For those who believe in the right to bear arms." icon_state = "bear" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/bat name = "bat mask" desc = "A professionally crafted bat mask. We just love hanging around." icon_state = "bat" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/raven name = "raven mask" desc = "A professionally crafted raven mask. Nevermore." icon_state = "raven" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/jackal name = "jackal mask" desc = "A professionally crafted jackal mask. A favorite of the Pharaoh." icon_state = "jackal" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/bumba name = "smug tribal mask" desc = "A hand carved wooden mask representing a now forgotten god who chose speed over strength." icon_state = "bumba" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/joy name = "joyful mask" desc = "A hard plastic mask designed after a popular emoticon. You can't tell if it's ironic or not." icon_state = "" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/scarecrow name = "scarecrow mask" desc = "A ominous gas mask covered in ragged burlap. Use it to hide from your fears." icon_state = "scarecrow_sack" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/mummy name = "mummy head wraps" desc = "A musty strip of ancient cloth wraps. How can you stand the smell?" icon_state = "mummy_mask" - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/mask/gas/skeleton name = "skeleton mask" @@ -332,7 +332,7 @@ name = "Orchid's Mask" desc = "A porcelain mask with black eyes and no mouth." icon_state = "iacc_w" - flags_inv = HIDEEARS|HIDEFACE + inv_hide_flags = HIDEEARS|HIDEFACE item_state_slots = list(SLOT_ID_RIGHT_HAND = "iacc", SLOT_ID_LEFT_HAND = "iacc") var/design = 1 diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index e03ae6aecaa..02c4835ab9e 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -2,7 +2,7 @@ name = "muzzle" desc = "To stop that awful noise." icon_state = "muzzle" - body_parts_covered = FACE + body_cover_flags = FACE w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.90 voicechange = 1 @@ -31,7 +31,7 @@ icon_state = "sterile" item_state_slots = list(SLOT_ID_RIGHT_HAND = "sterile", SLOT_ID_LEFT_HAND = "sterile") w_class = ITEMSIZE_SMALL - body_parts_covered = FACE + body_cover_flags = FACE clothing_flags = FLEXIBLEMATERIAL gas_transfer_coefficient = 0.90 permeability_coefficient = 0.01 @@ -43,13 +43,13 @@ src.hanging = !src.hanging if (src.hanging) gas_transfer_coefficient = 1 - body_parts_covered = body_parts_covered & ~FACE + body_cover_flags = body_cover_flags & ~FACE armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) icon_state = "steriledown" to_chat(usr, "You pull the mask below your chin.") else gas_transfer_coefficient = initial(gas_transfer_coefficient) - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) icon_state = initial(icon_state) armor = initial(armor) to_chat(usr, "You pull the mask up to cover your face.") @@ -66,15 +66,15 @@ name = "fake moustache" desc = "Warning: moustache is fake." icon_state = "fake-moustache" - flags_inv = HIDEFACE - body_parts_covered = 0 + inv_hide_flags = HIDEFACE + body_cover_flags = 0 /obj/item/clothing/mask/snorkel name = "Snorkel" desc = "For the Swimming Savant." icon_state = "snorkel" - flags_inv = HIDEFACE - body_parts_covered = 0 + inv_hide_flags = HIDEFACE + body_cover_flags = 0 //scarves (fit in in mask slot) //None of these actually have on-mob sprites... @@ -82,7 +82,7 @@ name = "blue neck scarf" desc = "A blue neck scarf." icon_state = "blueneckscarf" - body_parts_covered = FACE + body_cover_flags = FACE clothing_flags = FLEXIBLEMATERIAL w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.90 @@ -91,7 +91,7 @@ name = "red scarf" desc = "A red and white checkered neck scarf." icon_state = "redwhite_scarf" - body_parts_covered = FACE + body_cover_flags = FACE clothing_flags = FLEXIBLEMATERIAL w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.90 @@ -100,7 +100,7 @@ name = "green scarf" desc = "A green neck scarf." icon_state = "green_scarf" - body_parts_covered = FACE + body_cover_flags = FACE clothing_flags = FLEXIBLEMATERIAL w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.90 @@ -109,7 +109,7 @@ name = "ninja scarf" desc = "A stealthy, dark scarf." icon_state = "ninja_scarf" - body_parts_covered = FACE + body_cover_flags = FACE clothing_flags = FLEXIBLEMATERIAL w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.90 @@ -121,28 +121,28 @@ desc = "To Nock followers, masks symbolize rebirth and a new persona. Damaging the wearer's mask is generally considered an attack on their person itself." icon_state = "nock_scarab" w_class = ITEMSIZE_SMALL - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE /obj/item/clothing/mask/nock_demon name = "nock mask (purple, demon)" desc = "To Nock followers, masks symbolize rebirth and a new persona. Damaging the wearer's mask is generally considered an attack on their person itself." icon_state = "nock_demon" w_class = ITEMSIZE_SMALL - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE /obj/item/clothing/mask/nock_life name = "nock mask (green, life)" desc = "To Nock followers, masks symbolize rebirth and a new persona. Damaging the wearer's mask is generally considered an attack on their person itself." icon_state = "nock_life" w_class = ITEMSIZE_SMALL - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE /obj/item/clothing/mask/nock_ornate name = "nock mask (red, ornate)" desc = "To Nock followers, masks symbolize rebirth and a new persona. Damaging the wearer's mask is generally considered an attack on their person itself." icon_state = "nock_ornate" w_class = ITEMSIZE_SMALL - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE /obj/item/clothing/mask/horsehead/Initialize(mapload) . = ..() @@ -155,8 +155,8 @@ desc = "Allows for direct mental connection to accessible camera networks." icon_state = "s-ninja" item_state_slots = list(SLOT_ID_RIGHT_HAND = "mime", SLOT_ID_LEFT_HAND = "mime") - flags_inv = HIDEFACE - body_parts_covered = 0 + inv_hide_flags = HIDEFACE + body_cover_flags = 0 var/mob/observer/eye/aiEye/eye /obj/item/clothing/mask/ai/Initialize(mapload) @@ -189,7 +189,7 @@ icon_state = "menpo" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bandblack", SLOT_ID_LEFT_HAND = "bandblack") clothing_flags = ALLOWINTERNALS|FLEXIBLEMATERIAL - body_parts_covered = FACE + body_cover_flags = FACE w_class = ITEMSIZE_SMALL gas_transfer_coefficient = 0.10 permeability_coefficient = 0.50 @@ -203,22 +203,22 @@ name = "black bandana" desc = "A fine black bandana with nanotech lining. Can be worn on the head or face." w_class = ITEMSIZE_TINY - flags_inv = HIDEFACE + inv_hide_flags = HIDEFACE slot_flags = SLOT_MASK|SLOT_HEAD - body_parts_covered = FACE + body_cover_flags = FACE icon_state = "bandblack" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bandblack", SLOT_ID_LEFT_HAND = "bandblack") /obj/item/clothing/mask/bandana/equipped(var/mob/user, var/slot) switch(slot) if(SLOT_ID_MASK) //Mask is the default for all the settings - flags_inv = initial(flags_inv) - body_parts_covered = initial(body_parts_covered) + inv_hide_flags = initial(inv_hide_flags) + body_cover_flags = initial(body_cover_flags) icon_state = initial(icon_state) if(SLOT_ID_HEAD) - flags_inv = 0 - body_parts_covered = HEAD + inv_hide_flags = 0 + body_cover_flags = HEAD icon_state = "[initial(icon_state)]_up" return ..() @@ -257,7 +257,7 @@ name = "paper mask" desc = "A neat, circular mask made out of paper." icon_state = "plainmask" - flags_inv = HIDEEARS|HIDEEYES|HIDEFACE + inv_hide_flags = HIDEEARS|HIDEEYES|HIDEFACE /obj/item/clothing/mask/paper/attack_self(mob/user) reskin_paper_mask(user) diff --git a/code/modules/clothing/shoes/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm index ad99e348974..04ceb70ed5a 100644 --- a/code/modules/clothing/shoes/_shoes.dm +++ b/code/modules/clothing/shoes/_shoes.dm @@ -9,7 +9,7 @@ desc = "Comfortable-looking shoes." gender = PLURAL //Carn: for grammarically correct text-parsing siemens_coefficient = 0.9 - body_parts_covered = FEET + body_cover_flags = FEET slot_flags = SLOT_FEET blood_sprite_state = "shoeblood" diff --git a/code/modules/clothing/shoes/leg_guards.dm b/code/modules/clothing/shoes/leg_guards.dm index f86c2f6d850..afc17572a49 100644 --- a/code/modules/clothing/shoes/leg_guards.dm +++ b/code/modules/clothing/shoes/leg_guards.dm @@ -1,7 +1,7 @@ /obj/item/clothing/shoes/leg_guard name = "leg guards" desc = "These will protect your legs and feet." - body_parts_covered = LEGS|FEET + body_cover_flags = LEGS|FEET slowdown = SHOES_SLOWDOWN+0.5 species_restricted = null //Unathi and Taj can wear leg armor now w_class = ITEMSIZE_NORMAL @@ -21,11 +21,11 @@ var/mob/living/carbon/human/H = M if(H.wear_suit) - if(H.wear_suit.body_parts_covered & LEGS) + if(H.wear_suit.body_cover_flags & LEGS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit], it's in the way.") return FALSE for(var/obj/item/clothing/accessory/A in H.wear_suit) - if(A.body_parts_covered & LEGS) + if(A.body_cover_flags & LEGS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit]'s [A], it's in the way.") return FALSE return TRUE diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index bf62202ac5d..2be49f8b74b 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -45,7 +45,7 @@ name = "sandals" icon_state = "wizard" species_restricted = null - body_parts_covered = 0 + body_cover_flags = 0 wizard_garb = 1 @@ -58,7 +58,7 @@ desc = "A pair of magic, black shoes." name = "magic shoes" icon_state = "black" - body_parts_covered = FEET + body_cover_flags = FEET origin_tech = list(TECH_BLUESPACE = 3, TECH_ARCANE = 5) /obj/item/clothing/shoes/clown_shoes diff --git a/code/modules/clothing/spacesuits/alien.dm b/code/modules/clothing/spacesuits/alien.dm index 9f3fcab7cdf..e11ca1962a1 100644 --- a/code/modules/clothing/spacesuits/alien.dm +++ b/code/modules/clothing/spacesuits/alien.dm @@ -45,7 +45,7 @@ siemens_coefficient = 0.2 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL | ALLOWINTERNALS - flags_inv = 0 + inv_hide_flags = 0 species_restricted = list(SPECIES_VOX) /obj/item/clothing/head/helmet/space/vox/pressure diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index b5e3ac2f233..7a04f691aba 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -4,7 +4,7 @@ icon_state = "capspace" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads." clothing_flags = 0 - flags_inv = HIDEFACE|BLOCKHAIR + inv_hide_flags = HIDEFACE|BLOCKHAIR permeability_coefficient = 0.01 armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50) max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE @@ -21,11 +21,11 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 clothing_flags = 0 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy, /obj/item/gun/ballistic, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/handcuffs) slowdown = 1.5 armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE min_pressure_protection = 0 * ONE_ATMOSPHERE @@ -40,7 +40,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "syndicate-helm-black-red", SLOT_ID_LEFT_HAND = "syndicate-helm-black-red") armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60) clothing_flags = THICKMATERIAL - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 0.6 //how is this a space helmet? @@ -51,7 +51,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret", SLOT_ID_LEFT_HAND = "beret") armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30) clothing_flags = 0 - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR siemens_coefficient = 0.9 //Space santa outfit suit @@ -60,8 +60,8 @@ desc = "Ho ho ho. Merrry X-mas!" icon_state = "santahat" clothing_flags = 0 - flags_inv = BLOCKHAIR - body_parts_covered = HEAD + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD /obj/item/clothing/suit/space/santa name = "Santa's suit" @@ -78,8 +78,8 @@ icon_state = "pirate" armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) clothing_flags = 0 - flags_inv = BLOCKHAIR - body_parts_covered = 0 + inv_hide_flags = BLOCKHAIR + body_cover_flags = 0 siemens_coefficient = 0.9 /obj/item/clothing/suit/space/pirate //Whhhhyyyyyyy??? @@ -91,8 +91,8 @@ slowdown = 0 armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) siemens_coefficient = 0.9 - flags_inv = HIDETAIL|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|ARMS + inv_hide_flags = HIDETAIL|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS //Orange emergency space suit /obj/item/clothing/head/helmet/space/emergency diff --git a/code/modules/clothing/spacesuits/spacesuits.dm b/code/modules/clothing/spacesuits/spacesuits.dm index 651c6cbf885..970cb889553 100644 --- a/code/modules/clothing/spacesuits/spacesuits.dm +++ b/code/modules/clothing/spacesuits/spacesuits.dm @@ -10,8 +10,8 @@ clothing_flags = THICKMATERIAL | ALLOWINTERNALS | ALLOW_SURVIVALFOOD permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES cold_protection = HEAD min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE min_pressure_protection = 0 * ONE_ATMOSPHERE @@ -71,11 +71,11 @@ permeability_coefficient = 0.02 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight,/obj/item/tank/emergency/oxygen,/obj/item/suit_cooling_unit) slowdown = 1 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE min_pressure_protection = 0 * ONE_ATMOSPHERE diff --git a/code/modules/clothing/spacesuits/void/void.dm b/code/modules/clothing/spacesuits/void/void.dm index b9632d301e7..c3b97b7d6d5 100644 --- a/code/modules/clothing/spacesuits/void/void.dm +++ b/code/modules/clothing/spacesuits/void/void.dm @@ -10,7 +10,7 @@ min_pressure_protection = 0 * ONE_ATMOSPHERE max_pressure_protection = 10 * ONE_ATMOSPHERE -// flags_inv = HIDEEARS|BLOCKHAIR +// inv_hide_flags = HIDEEARS|BLOCKHAIR //Species-specific stuff. species_restricted = list(SPECIES_HUMAN, SPECIES_PROMETHEAN, SPECIES_ALRAUNE) diff --git a/code/modules/clothing/spacesuits/void/void_vr.dm b/code/modules/clothing/spacesuits/void/void_vr.dm index a6cfe797608..48b9d2ef7d2 100644 --- a/code/modules/clothing/spacesuits/void/void_vr.dm +++ b/code/modules/clothing/spacesuits/void/void_vr.dm @@ -170,7 +170,7 @@ icon_state = "autolokhelmet" item_state = "autolokhelmet" species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt too - flags_inv = HIDEEARS|BLOCKHAIR //removed HIDEFACE/MASK/EYES flags so sunglasses or facemasks don't disappear. still gotta have BLOCKHAIR or it'll clip out tho. + inv_hide_flags = HIDEEARS|BLOCKHAIR //removed HIDEFACE/MASK/EYES flags so sunglasses or facemasks don't disappear. still gotta have BLOCKHAIR or it'll clip out tho. /obj/item/clothing/head/helmet/space/void/autolok sprite_sheets_obj = list( diff --git a/code/modules/clothing/spacesuits/void/zaddat.dm b/code/modules/clothing/spacesuits/void/zaddat.dm index ffeac74e014..6f23239ecc8 100644 --- a/code/modules/clothing/spacesuits/void/zaddat.dm +++ b/code/modules/clothing/spacesuits/void/zaddat.dm @@ -4,7 +4,7 @@ icon_state = "zaddat_hegemony" item_state_slots = list(SLOT_ID_RIGHT_HAND = "syndicate", SLOT_ID_LEFT_HAND = "syndicate") heat_protection = HEAD - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES slowdown = 0.5 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100) //hey look! some rad protection! siemens_coefficient = 1 diff --git a/code/modules/clothing/suits/_suit.dm b/code/modules/clothing/suits/_suit.dm index 051952d25dd..7e58f60fa73 100644 --- a/code/modules/clothing/suits/_suit.dm +++ b/code/modules/clothing/suits/_suit.dm @@ -4,7 +4,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_SUITS name = "suit" var/fire_resist = T0C+100 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS allowed = list(/obj/item/tank/emergency/oxygen) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) slot_flags = SLOT_OCLOTHING diff --git a/code/modules/clothing/suits/aliens/tajara.dm b/code/modules/clothing/suits/aliens/tajara.dm index 0b32fc0a371..0f848ad515d 100644 --- a/code/modules/clothing/suits/aliens/tajara.dm +++ b/code/modules/clothing/suits/aliens/tajara.dm @@ -2,8 +2,8 @@ name = "heavy furs" desc = "A traditional Zhan-Khazan garment." icon_state = "zhan_furs" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER drop_sound = 'sound/items/drop/leather.ogg' pickup_sound = 'sound/items/pickup/leather.ogg' @@ -12,7 +12,7 @@ desc = "A scarf of coarse fabric. Seems to have ear-holes." icon_state = "zhan_scarf" item_state_slots = list(SLOT_ID_RIGHT_HAND = "beret_white", SLOT_ID_LEFT_HAND = "beret_white") - body_parts_covered = HEAD|FACE - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE + body_cover_flags = HEAD|FACE drop_sound = 'sound/items/drop/leather.ogg' pickup_sound = 'sound/items/pickup/leather.ogg' diff --git a/code/modules/clothing/suits/aliens/teshari.dm b/code/modules/clothing/suits/aliens/teshari.dm index fe9dcb072e8..eb1cae5eaf8 100644 --- a/code/modules/clothing/suits/aliens/teshari.dm +++ b/code/modules/clothing/suits/aliens/teshari.dm @@ -7,7 +7,7 @@ icon_state = "tesh_cloak_bn" item_state = "tesh_cloak_bn" species_restricted = list(SPECIES_TESHARI) - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/storage/teshari/cloak/standard/black_red name = "black and red cloak" @@ -297,7 +297,7 @@ icon = 'icons/obj/clothing/species/teshari/suits.dmi' icon_override = 'icons/mob/clothing/species/teshari/teshari_cloak.dmi' icon_state = "tesharicoat" - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS species_restricted = list(SPECIES_TESHARI) /obj/item/clothing/suit/storage/toggle/tesharicoatwhite @@ -306,7 +306,7 @@ icon = 'icons/obj/clothing/species/teshari/suits.dmi' icon_override = 'icons/mob/clothing/species/teshari/teshari_cloak.dmi' icon_state = "tesharicoatwhite" - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS species_restricted = list(SPECIES_TESHARI) @@ -319,8 +319,8 @@ icon_state = "tesh_hcloak_bo" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tesh_hcloak_bo", SLOT_ID_LEFT_HAND = "tesh_hcloak_bo") species_restricted = list(SPECIES_TESHARI) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER|HIDETIE + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER|HIDETIE cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) @@ -336,8 +336,8 @@ icon = 'icons/mob/clothing/species/teshari/teshari_hood.dmi' icon_state = "tesh_hood_bo" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tesh_hood_bo", SLOT_ID_LEFT_HAND = "tesh_hood_bo") - flags_inv = BLOCKHAIR - body_parts_covered = HEAD + inv_hide_flags = BLOCKHAIR + body_cover_flags = HEAD cold_protection = HEAD|FACE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE diff --git a/code/modules/clothing/suits/aliens/unathi.dm b/code/modules/clothing/suits/aliens/unathi.dm index 3460369ee0b..3bc3417cff4 100644 --- a/code/modules/clothing/suits/aliens/unathi.dm +++ b/code/modules/clothing/suits/aliens/unathi.dm @@ -3,11 +3,11 @@ name = "roughspun robes" desc = "A traditional Unathi garment." icon_state = "robe-unathi" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/unathi/mantle name = "hide mantle" desc = "A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle." icon_state = "mantle-unathi" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO diff --git a/code/modules/clothing/suits/aliens/vox.dm b/code/modules/clothing/suits/aliens/vox.dm index 3b55106b0da..8e3a933657b 100644 --- a/code/modules/clothing/suits/aliens/vox.dm +++ b/code/modules/clothing/suits/aliens/vox.dm @@ -5,7 +5,7 @@ armor = list(melee = 60, bullet = 30, laser = 30,energy = 5, bomb = 40, bio = 0, rad = 0) //Higher melee armor versus lower everything else. icon_state = "vox-scrap" icon_state = "vox-scrap" - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS species_restricted = list(SPECIES_VOX) siemens_coefficient = 1 //Its literally metal diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 4d43f1e5f6b..6de830d2a85 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -1,6 +1,6 @@ /obj/item/clothing/suit/armor allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/flashlight/maglight,/obj/item/clothing/head/helmet) - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO clothing_flags = THICKMATERIAL valid_accessory_slots = (\ ACCESSORY_SLOT_OVER\ @@ -24,10 +24,10 @@ var/mob/living/carbon/human/H = M for(var/obj/item/clothing/I in list(H.gloves, H.shoes)) - if(I && (src.body_parts_covered & ARMS && I.body_parts_covered & ARMS) ) + if(I && (src.body_cover_flags & ARMS && I.body_cover_flags & ARMS) ) to_chat(H, "You can't wear \the [src] with \the [I], it's in the way.") return FALSE - if(I && (src.body_parts_covered & LEGS && I.body_parts_covered & LEGS) ) + if(I && (src.body_cover_flags & LEGS && I.body_cover_flags & LEGS) ) to_chat(H, "You can't wear \the [src] with \the [I], it's in the way.") return FALSE return TRUE @@ -125,8 +125,8 @@ desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards." icon_state = "swatarmor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "swat", SLOT_ID_LEFT_HAND = "swat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDETIE|HIDEHOLSTER slowdown = 1 armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0) siemens_coefficient = 0.7 @@ -139,12 +139,12 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 clothing_flags = THICKMATERIAL - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency/oxygen,/obj/item/clothing/head/helmet) slowdown = 1 w_class = ITEMSIZE_HUGE armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 100) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE min_pressure_protection = 0 * ONE_ATMOSPHERE @@ -158,8 +158,8 @@ icon_state = "detective" item_state_slots = list(SLOT_ID_RIGHT_HAND = "detective", SLOT_ID_LEFT_HAND = "detective") blood_overlay_type = "coat" - flags_inv = 0 - body_parts_covered = UPPER_TORSO|ARMS + inv_hide_flags = 0 + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/armor/det_suit @@ -168,7 +168,7 @@ icon_state = "detective-armor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") blood_overlay_type = "armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0) /obj/item/clothing/suit/armor/caution @@ -238,7 +238,7 @@ blood_overlay_type = "armor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") slowdown = -1 - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 0, rad = 40) siemens_coefficient = 0.4 valid_accessory_slots = null @@ -250,7 +250,7 @@ description_info = "It has a 40% chance to completely nullify an incoming attack." icon_state = "alien_tank" slowdown = 0 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 70, bio = 0, rad = 40) block_chance = 40 @@ -266,7 +266,7 @@ desc = "A set of armor worn by members of the Emergency Response Team." icon_state = "ertarmor_cmd" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0) valid_accessory_slots = null @@ -302,7 +302,7 @@ armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0) allowed = list(/obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/flashlight/maglight,/obj/item/clothing/head/helmet) - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO clothing_flags = THICKMATERIAL cold_protection = UPPER_TORSO|LOWER_TORSO @@ -331,14 +331,14 @@ name = "Warden's jacket" desc = "An armoured jacket with silver rank pips and livery." icon_state = "warden_jacket" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/storage/vest/wardencoat/alt name = "Warden's jacket" desc = "An armoured jacket with silver rank pips and livery." icon_state = "warden_alt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/suit/storage/vest/hos name = "head of security armor vest" @@ -352,15 +352,15 @@ name = "armored coat" desc = "A greatcoat enhanced with a special alloy for some protection and style." icon_state = "hos" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/storage/vest/hos_overcoat name = "security overcoat" desc = "A fashionable leather overcoat lined with a lightweight, yet tough armor." icon_state = "leathercoat-sec" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "wcoat", SLOT_ID_LEFT_HAND = "wcoat") //Jensen cosplay gear @@ -368,7 +368,7 @@ name = "armored trenchcoat" desc = "A trenchcoat augmented with a special alloy for some protection and style." icon_state = "hostrench" - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/vest/pcrc name = "PCRC armor vest" @@ -494,9 +494,9 @@ icon_state = "centcom" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") w_class = ITEMSIZE_LARGE//bulky item - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/gun/energy,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency/oxygen,/obj/item/clothing/head/helmet) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE siemens_coefficient = 0 @@ -509,14 +509,14 @@ armor = list(melee = 90, bullet = 80, laser = 10, energy = 10, bomb = 80, bio = 0, rad = 0) w_class = ITEMSIZE_HUGE // Very bulky, very heavy. gas_transfer_coefficient = 0.90 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 5 // If you're a tank you're gonna move like a tank. - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER siemens_coefficient = 0 /obj/item/clothing/suit/armor/tdome - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0) /obj/item/clothing/suit/armor/tdome/red @@ -538,8 +538,8 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_coat", SLOT_ID_LEFT_HAND = "leather_coat") armor = list(melee = 100, bullet = 00, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0) w_class = ITEMSIZE_LARGE - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDETIE|HIDEHOLSTER siemens_coefficient = 0.6 valid_accessory_slots = null @@ -584,15 +584,15 @@ var/mob/living/carbon/human/H = M if(H.gloves) - if(H.gloves.body_parts_covered & ARMS) + if(H.gloves.body_cover_flags & ARMS) for(var/obj/item/clothing/accessory/A in src) - if(A.body_parts_covered & ARMS) + if(A.body_cover_flags & ARMS) to_chat(H, "You can't wear \the [A] with \the [H.gloves], they're in the way.") return FALSE if(H.shoes) - if(H.shoes.body_parts_covered & LEGS) + if(H.shoes.body_cover_flags & LEGS) for(var/obj/item/clothing/accessory/A in src) - if(A.body_parts_covered & LEGS) + if(A.body_cover_flags & LEGS) to_chat(H, "You can't wear \the [A] with \the [H.shoes], they're in the way.") return FALSE return TRUE @@ -690,7 +690,7 @@ desc = "Light armor emblazoned with the device of an Eye. When equipped by trained PMD agents, runes set into the interior begin to glow." icon_state = "para_ert_armor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 20, bio = 0, rad = 0) action_button_name = "Enable Armor Sigils" @@ -716,7 +716,7 @@ icon_state = "witchhunter" item_state_slots = list(SLOT_ID_RIGHT_HAND = "armor", SLOT_ID_LEFT_HAND = "armor") blood_overlay_type = "armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0) action_button_name = "Enable Coat Sigils" valid_accessory_slots = null @@ -729,9 +729,9 @@ armor = list(melee = 90, bullet = 80, laser = 10, energy = 10, bomb = 80, bio = 0, rad = 0) w_class = ITEMSIZE_HUGE // massively bulky item gas_transfer_coefficient = 0.90 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 5 // If you're a tank you're gonna move like a tank. - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT siemens_coefficient = 0 @@ -766,7 +766,7 @@ name = "armored trenchcoat" desc = "A trenchcoat augmented with a special alloy for some protection and style." icon_state = "hostrench" - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/vest/oricon name = "\improper Orion Confederation Government armored vest" @@ -788,13 +788,13 @@ name = "marine body armor" desc = "When I joined the Corps, we didn't have any fancy-schmanzy armor. We had sticks! Two sticks, and a rock for the whole platoon - and we had to share the rock!" icon_state = "unsc_armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO // ToDo: Break up the armor into smaller bits. + body_cover_flags = UPPER_TORSO|LOWER_TORSO // ToDo: Break up the armor into smaller bits. /obj/item/clothing/suit/armor/combat/imperial name = "imperial soldier armor" desc = "Made out of an especially light metal, it lets you conquer in style." icon_state = "ge_armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/suit/armor/combat/imperial/centurion name = "imperial centurion armor" @@ -806,7 +806,7 @@ desc = "A tribal armor plate, crafted from animal bone." icon_state = "bonearmor" armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Strange Plate Armor /obj/item/clothing/suit/armor/bulletproof/kettle diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index af293a1d4f1..4155e8c2956 100644 --- a/code/modules/clothing/suits/bio.dm +++ b/code/modules/clothing/suits/bio.dm @@ -5,8 +5,8 @@ desc = "A hood that protects the head and face from biological comtaminants." permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20) - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES siemens_coefficient = 0.9 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL | ALLOW_SURVIVALFOOD @@ -18,11 +18,11 @@ w_class = ITEMSIZE_LARGE//bulky item gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET slowdown = 1.0 allowed = list(/obj/item/tank/emergency/oxygen,/obj/item/pen,/obj/item/flashlight/pen) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER siemens_coefficient = 0.9 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL @@ -31,13 +31,13 @@ /obj/item/clothing/head/bio_hood/general icon_state = "bio_general" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bio", SLOT_ID_LEFT_HAND = "bio") - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/suit/bio_suit/general icon_state = "bio_general" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bio", SLOT_ID_LEFT_HAND = "bio") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //Virology biosuit, green stripe /obj/item/clothing/head/bio_hood/virology @@ -45,8 +45,8 @@ /obj/item/clothing/suit/bio_suit/virology icon_state = "bio_virology" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //Security biosuit, grey with red stripe across the chest /obj/item/clothing/head/bio_hood/security @@ -54,8 +54,8 @@ /obj/item/clothing/suit/bio_suit/security icon_state = "bio_security" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //Janitor's biosuit, grey with purple arms /obj/item/clothing/head/bio_hood/janitor @@ -63,8 +63,8 @@ /obj/item/clothing/suit/bio_suit/janitor icon_state = "bio_janitor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //Scientist's biosuit, white with a pink-ish hue /obj/item/clothing/head/bio_hood/scientist @@ -72,14 +72,14 @@ /obj/item/clothing/suit/bio_suit/scientist icon_state = "bio_scientist" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //CMO's biosuit, blue stripe /obj/item/clothing/suit/bio_suit/cmo icon_state = "bio_cmo" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER /obj/item/clothing/head/bio_hood/cmo icon_state = "bio_cmo" @@ -90,7 +90,7 @@ desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses." icon_state = "plaguedoctor" item_state_slots = list(SLOT_ID_RIGHT_HAND = "bio", SLOT_ID_LEFT_HAND = "bio") - flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER //Beekeeping Suit seems like it would belong here. /obj/item/clothing/head/beekeeper @@ -99,8 +99,8 @@ desc = "A wide brimmed hat with a mesh screen that protects the face from stinging insects." permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 0) - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES siemens_coefficient = 0.9 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL | ALLOW_SURVIVALFOOD @@ -112,11 +112,11 @@ w_class = ITEMSIZE_LARGE//bulky item gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET slowdown = 1.0 allowed = list(/obj/item/tank/emergency/oxygen,/obj/item/pen,/obj/item/flashlight/pen) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER siemens_coefficient = 0.9 atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL diff --git a/code/modules/clothing/suits/eventclothing.dm b/code/modules/clothing/suits/eventclothing.dm index 5ecf657319a..67026947aca 100644 --- a/code/modules/clothing/suits/eventclothing.dm +++ b/code/modules/clothing/suits/eventclothing.dm @@ -1,7 +1,7 @@ /obj/item/clothing/under/event_reward/foxmiko name = "Miko Garb" desc = "The creative reinterpretation of Shinto miko attire." - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO icon = 'icons/obj/clothing/eventclothing.dmi' icon_override = 'icons/mob/eventclothing.dmi' icon_state = "foxmiko" @@ -56,21 +56,21 @@ /obj/item/clothing/under/event_reward/foxmiko/proc/switchsprite() //Handles the ultimate state of the icon as well as what parts of body the attire covers - body_parts_covered = initial(body_parts_covered) //Resets to default coverage for this uniform - upper and lower body + body_cover_flags = initial(body_cover_flags) //Resets to default coverage for this uniform - upper and lower body if(kimono) //If the kimono is parted if(skirt) //If the skirt is parted too item_state_slots[SLOT_ID_UNIFORM] = "[snowflake_worn_state]_ks" //Then we want the assosiated mob icon - denoted with _ks icon_state = "foxmiko_ks" //This is for item icon - NOT WORN ICON - body_parts_covered &= ~(UPPER_TORSO|LOWER_TORSO) //If kimono is open and skirt lifted uncover both upper and lower body + body_cover_flags &= ~(UPPER_TORSO|LOWER_TORSO) //If kimono is open and skirt lifted uncover both upper and lower body else //But skirt is not lifted too item_state_slots[SLOT_ID_UNIFORM] = "[snowflake_worn_state]_k" //We use [snowflake_worn_state] rather than an explicit declaration because the game appends a _s to icon states icon_state = "foxmiko_k" - body_parts_covered &= ~(UPPER_TORSO) + body_cover_flags &= ~(UPPER_TORSO) else //If kimono is not parted if(skirt) //If skirt is lifted item_state_slots[SLOT_ID_UNIFORM] = "[snowflake_worn_state]_s" //Meaning in the icon sprite files this is foxmiko_s_s icon_state = "foxmiko_s" - body_parts_covered &= ~(LOWER_TORSO) + body_cover_flags &= ~(LOWER_TORSO) else //But skirt is not lifted too - default state item_state_slots[SLOT_ID_UNIFORM] = "[snowflake_worn_state]" icon_state = "foxmiko" diff --git a/code/modules/clothing/suits/hooded.dm b/code/modules/clothing/suits/hooded.dm index 39dcb59748c..fddae386fb0 100644 --- a/code/modules/clothing/suits/hooded.dm +++ b/code/modules/clothing/suits/hooded.dm @@ -79,8 +79,8 @@ desc = "A costume made from 'synthetic' carp scales, it smells." icon_state = "carp_casual" item_state_slots = list(SLOT_ID_RIGHT_HAND = "carp_casual", SLOT_ID_LEFT_HAND = "carp_casual") //Does not exist -S2- - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE //Space carp like space, so you should too action_button_name = "Toggle Carp Hood" @@ -91,8 +91,8 @@ desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs." icon_state = "ian" item_state_slots = list(SLOT_ID_RIGHT_HAND = "ian", SLOT_ID_LEFT_HAND = "ian") //Does not exist -S2- - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER action_button_name = "Toggle Ian Hood" hoodtype = /obj/item/clothing/head/hood/ian_hood @@ -100,8 +100,8 @@ name = "bee costume" desc = "A giant bee costume, popular at parties and random bar functions." icon_state = "bee" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER action_button_name = "Toggle Bee Hood" hoodtype = /obj/item/clothing/head/hood/bee_hood @@ -109,8 +109,8 @@ name = "flash costume" desc = "Once a common sight at Security hosted balls, this outfit has oddly fallen out of favor recently." icon_state = "flashsuit" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER action_button_name = "Toggle Flash Top" hoodtype = /obj/item/clothing/head/hood/flash_hood @@ -119,8 +119,8 @@ desc = "A robe for those that worship the Omnissiah. Also toasters.. for.. some reason." icon_state = "techpriest" action_button_name = "Toggle Priest Hood" - body_parts_covered = LOWER_TORSO|UPPER_TORSO|ARMS|LEGS|FEET - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = LOWER_TORSO|UPPER_TORSO|ARMS|LEGS|FEET + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "techpriest", SLOT_ID_LEFT_HAND = "techpriest") hoodtype = /obj/item/clothing/head/hood/techpriest @@ -129,9 +129,9 @@ desc = "A heavy jacket made from 'synthetic' animal furs." icon_state = "coatwinter" item_state_slots = list(SLOT_ID_RIGHT_HAND = "coatwinter", SLOT_ID_LEFT_HAND = "coatwinter") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS atom_flags = PHORONGUARD - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) @@ -434,7 +434,7 @@ item_state = "explorer" atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS hoodtype = /obj/item/clothing/head/hood/explorer @@ -460,7 +460,7 @@ atom_flags = PHORONGUARD worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL clothing_flags = THICKMATERIAL - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS hoodtype = /obj/item/clothing/head/hood/miner @@ -485,8 +485,8 @@ desc = "Outfitted with integrated heating coils, this fashionable coat is a favorite of gangsters and mercenaries alike." icon_state = "ronin_coat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") - flags_inv = HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE hoodtype = /obj/item/clothing/head/hood/ronin @@ -499,8 +499,8 @@ name = "Runner Jacket" desc = "A sturdy high-vis jacket patterned after a lost society's first responders. It has been marked with unfamiliar graffiti on the back." icon_state = "runner_jacket" - flags_inv = HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE hoodtype = /obj/item/clothing/head/hood/runner @@ -521,10 +521,10 @@ desc = "A billowing garment that seeps a thick, waxy substance. Upon closer inspection this outfit is crafted out of tanned skin, the ritual icons and spells drawn onto it having been tattooed before removal." icon_state = "eldritch_armor" clothing_flags = THICKMATERIAL - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") action_button_name = "Toggle Eldritch Hood" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS hoodtype = /obj/item/clothing/head/hood/eldritch armor = list(melee = 20, bullet = 0, laser = 40, energy = 40, bomb = 20, bio = 30, rad = 20) siemens_coefficient = 0.9 @@ -543,7 +543,7 @@ ) armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot hoodtype = /obj/item/clothing/head/hood/goliath - body_parts_covered = UPPER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|ARMS|LEGS max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE /obj/item/clothing/suit/storage/hooded/cloak/drake @@ -554,7 +554,7 @@ armor = list("melee" = 70, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) hoodtype = /obj/item/clothing/head/hood/drake heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE //Vainglorious @@ -564,8 +564,8 @@ desc = "A sleeveless hoodie produced by AFW. Lightweight and sporty, it doesn't seem to offer much protection from the elements, but it's undeniably stylish." icon_state = "vainglorious" item_state_slots = list(SLOT_ID_RIGHT_HAND = "coatwinter", SLOT_ID_LEFT_HAND = "coatwinter") - body_parts_covered = UPPER_TORSO|LOWER_TORSO - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDEHOLSTER hoodtype = /obj/item/clothing/head/hood/vainglorious allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask, /obj/item/suit_cooling_unit) @@ -575,8 +575,8 @@ desc = "A thin, opaque coat meant to protect you from all sorts of rain. Preferred by outdoorsmen and janitors alike across the rift. Of course, the only type of fluids you'd like to protect yourself from around this place don't rain down from the sky. Usually. Comes with a hood!" icon_state = "raincoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "wcoat", SLOT_ID_LEFT_HAND = "wcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDEHOLSTER hoodtype = /obj/item/clothing/head/hood/raincoat allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask, /obj/item/suit_cooling_unit, /obj/item/melee/umbrella) @@ -586,7 +586,7 @@ desc = "A thin plastic poncho meant to protect you from rain. It's cheap, and it won't keep you dry for long." icon_state = "rainponcho" item_state_slots = list(SLOT_ID_RIGHT_HAND = "wcoat", SLOT_ID_LEFT_HAND = "wcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO hoodtype = /obj/item/clothing/head/hood/rainponcho allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask, /obj/item/suit_cooling_unit, /obj/item/melee/umbrella) @@ -596,8 +596,8 @@ name = "Springtime Pariah Moto Jacket" desc = "A leather jacket commonly associated with hoverbike riders. Stitched over pockets in the shoulder and chest panels suggest it could take armor inserts at some point in its past. The custom embroidery and cut implies this was made for someone special. There are no manufacturers marks, beyond a small tag bearing a stylized letter 'K'." icon_state = "pariah" - flags_inv = HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE hoodtype = /obj/item/clothing/head/hood/pariah diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index e47594aa608..1557d01c8df 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -9,7 +9,7 @@ icon_state = "apron" item_state_slots = list(SLOT_ID_RIGHT_HAND = "overalls", SLOT_ID_LEFT_HAND = "overalls") blood_overlay_type = "armor" - body_parts_covered = 0 + body_cover_flags = 0 allowed = list (/obj/item/reagent_containers/spray/plantbgone, /obj/item/analyzer/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/material/minihoe) @@ -24,15 +24,15 @@ name = "Facility Director's parade tunic" desc = "Worn by a Facility Director to show their class." icon_state = "captunic" - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/captunic/capjacket name = "Facility Director's uniform jacket" desc = "A less formal jacket for everyday Facility Director use." icon_state = "capjacket" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEHOLSTER //Chaplain /obj/item/clothing/suit/storage/hooded/chaplain_hoodie @@ -40,8 +40,8 @@ desc = "This suit says to you \"Hush\"!" icon_state = "chaplain_hoodie" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEHOLSTER hoodtype = /obj/item/clothing/head/chaplain_hood allowed = list (/obj/item/storage/bible) @@ -51,7 +51,7 @@ desc = "A long, flowing white robe. It looks comfortable, but not very warm." icon_state = "whiteout_robe" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_white", SLOT_ID_LEFT_HAND = "suit_white") - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER hoodtype = /obj/item/clothing/head/chaplain_hood/whiteout //Chaplain @@ -59,8 +59,8 @@ name = "nun robe" desc = "Maximum piety in this star system." icon_state = "nun" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER //Chef /obj/item/clothing/suit/chef @@ -69,8 +69,8 @@ icon_state = "chef" gas_transfer_coefficient = 0.90 permeability_coefficient = 0.50 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDETIE|HIDEHOLSTER allowed = list (/obj/item/material/knife) //Chef @@ -79,8 +79,8 @@ desc = "A basic, dull, white chef's apron." icon_state = "apronchef" blood_overlay_type = "armor" - body_parts_covered = 0 - flags_inv = 0 + body_cover_flags = 0 + inv_hide_flags = 0 //Security /obj/item/clothing/suit/security/navyofficer @@ -88,24 +88,24 @@ desc = "This jacket is for those special occasions when a security officer actually feels safe." icon_state = "officerbluejacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_navy", SLOT_ID_LEFT_HAND = "suit_navy") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/security/navywarden name = "warden's jacket" desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig." icon_state = "wardenbluejacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_navy", SLOT_ID_LEFT_HAND = "suit_navy") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/security/navyhos name = "head of security's jacket" desc = "This piece of clothing was specifically designed for asserting superior authority." icon_state = "hosbluejacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_navy", SLOT_ID_LEFT_HAND = "suit_navy") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER //Detective /obj/item/clothing/suit/storage/det_trench @@ -113,8 +113,8 @@ desc = "A rugged canvas trenchcoat, designed and created by TX Fabrication Corp. The coat is externally impact resistant - perfect for your next act of autodefenestration!" icon_state = "detective" blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight, /obj/item/gun/energy, /obj/item/gun/ballistic, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/flame/lighter, /obj/item/tape_recorder, /obj/item/uv_light) @@ -124,14 +124,14 @@ name = "grey trenchcoat" icon_state = "detective2" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER //Forensics /obj/item/clothing/suit/storage/forensics name = "jacket" desc = "A forensics technician jacket." - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight, /obj/item/gun/energy, /obj/item/gun/ballistic, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/flame/lighter, /obj/item/tape_recorder, /obj/item/uv_light) @@ -168,7 +168,7 @@ allowed = list (/obj/item/analyzer, /obj/item/flashlight, /obj/item/multitool, /obj/item/pipe_painter, /obj/item/radio, /obj/item/t_scanner, /obj/item/tool/crowbar, /obj/item/tool/screwdriver, /obj/item/weldingtool, /obj/item/tool/wirecutters, /obj/item/tool/wrench, /obj/item/tank/emergency/oxygen, /obj/item/clothing/mask/gas, /obj/item/barrier_tape_roll/engineering) - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO //Lawyer /obj/item/clothing/suit/storage/toggle/lawyer/bluejacket @@ -177,7 +177,7 @@ icon_state = "suitjacket_blue" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_blue", SLOT_ID_LEFT_HAND = "suit_blue") blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/storage/toggle/lawyer/purpjacket name = "purple suit jacket" @@ -185,7 +185,7 @@ icon_state = "suitjacket_purp" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_purple", SLOT_ID_LEFT_HAND = "suit_purple") blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS //Internal Affairs /obj/item/clothing/suit/storage/toggle/internalaffairs @@ -194,7 +194,7 @@ icon_state = "ia_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS //Medical /obj/item/clothing/suit/storage/toggle/fr_jacket @@ -205,7 +205,7 @@ blood_overlay_type = "armor" allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, /obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency/oxygen) - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/storage/toggle/fr_jacket/ems name = "\improper EMS jacket" @@ -218,7 +218,7 @@ desc = "A sterile blue apron for performing surgery." icon_state = "surgical" blood_overlay_type = "armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, \ /obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/emergency/oxygen,/obj/item/surgical/scalpel,/obj/item/surgical/retractor,/obj/item/surgical/hemostat, \ /obj/item/surgical/cautery,/obj/item/surgical/bonegel,/obj/item/surgical/FixOVein) @@ -241,7 +241,7 @@ icon = 'icons/obj/clothing/belts.dmi' icon_state = "suspenders" blood_overlay_type = "armor" //it's the less thing that I can put here - body_parts_covered = 0 + body_cover_flags = 0 //Pilot /obj/item/clothing/suit/storage/toggle/bomber/pilot diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index 5d1069afb4b..fca4a309c54 100644 --- a/code/modules/clothing/suits/labcoat.dm +++ b/code/modules/clothing/suits/labcoat.dm @@ -4,8 +4,8 @@ icon_state = "labcoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER allowed = list(/obj/item/analyzer,/obj/item/stack/medical,/obj/item/dnainjector,/obj/item/reagent_containers/dropper,/obj/item/reagent_containers/syringe,/obj/item/reagent_containers/hypospray,/obj/item/healthanalyzer,/obj/item/flashlight/pen,/obj/item/reagent_containers/glass/bottle,/obj/item/reagent_containers/glass/beaker,/obj/item/reagent_containers/pill,/obj/item/storage/pill_bottle,/obj/item/paper) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0) diff --git a/code/modules/clothing/suits/medieval_armor.dm b/code/modules/clothing/suits/medieval_armor.dm index 87330d1a456..81a87842360 100644 --- a/code/modules/clothing/suits/medieval_armor.dm +++ b/code/modules/clothing/suits/medieval_armor.dm @@ -5,8 +5,8 @@ icon = 'icons/clothing/suit/armor/medieval/knight.dmi' icon_state = "knighthelm" armor = list(melee = 40, bullet = 5, laser = 5, energy = 5, bomb = 5, bio = 0, rad = 0) - body_parts_covered = HEAD|FACE|EYES - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/head/helmet/medieval/red @@ -48,8 +48,8 @@ icon = 'icons/clothing/suit/armor/medieval/knight.dmi' icon_state = "knight" slowdown = 1 - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/suit/armor/medieval/red @@ -144,8 +144,8 @@ desc = "A plastic replica of knight helmet. Great for tabletop and LARP sessions, not great at stopping melee attacks." icon = 'icons/clothing/suit/armor/medieval/knight.dmi' icon_state = "knighthelm" - body_parts_covered = HEAD|FACE|EYES - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/head/medievalfake/green @@ -185,8 +185,8 @@ desc = "A plastic replica of knight armor. Great for tabletop and LARP sessions, not great at stopping melee attacks." icon = 'icons/clothing/suit/armor/medieval/knight.dmi' icon_state = "knight" - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/suit/medievalfake/green diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 73afd31e887..8292d832b05 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -16,7 +16,7 @@ icon_state = "bluetag" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tdblue", SLOT_ID_LEFT_HAND = "tdblue") blood_overlay_type = "armor" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO allowed = list (/obj/item/gun/energy/lasertag/blue) siemens_coefficient = 3.0 @@ -26,7 +26,7 @@ icon_state = "redtag" item_state_slots = list(SLOT_ID_RIGHT_HAND = "tdred", SLOT_ID_LEFT_HAND = "tdred") blood_overlay_type = "armor" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO allowed = list (/obj/item/gun/energy/lasertag/red) siemens_coefficient = 3.0 @@ -38,58 +38,58 @@ desc = "Yarr." icon_state = "pirate" item_state_slots = list(SLOT_ID_RIGHT_HAND = "greatcoat", SLOT_ID_LEFT_HAND = "greatcoat") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/hgpirate name = "pirate captain coat" desc = "Yarr." icon_state = "hgpirate" item_state_slots = list(SLOT_ID_RIGHT_HAND = "greatcoat", SLOT_ID_LEFT_HAND = "greatcoat") - flags_inv = HIDEJUMPSUIT - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDEJUMPSUIT + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/suit/cyborg_suit name = "cyborg suit" desc = "Suit for a cyborg costume." icon_state = "death" fire_resist = T0C+5200 - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/greatcoat name = "great coat" desc = "A heavy great coat" icon_state = "gentlecoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "greatcoat", SLOT_ID_LEFT_HAND = "greatcoat") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/johnny_coat name = "johnny~~ coat" desc = "Johnny~~" icon_state = "gentlecoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "johnny_coat", SLOT_ID_LEFT_HAND = "johnny_coat") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/justice name = "justice suit" desc = "This pretty much looks ridiculous." icon_state = "gentle_coat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "greatcoat", SLOT_ID_LEFT_HAND = "greatcoat") - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET /obj/item/clothing/suit/judgerobe name = "judge's robe" desc = "This robe commands authority." icon_state = "judge" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/storage/fancy/cigarettes,/obj/item/spacecash) - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/storage/apron/overalls name = "coveralls" desc = "A set of denim overalls." icon_state = "overalls" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/suit/syndicatefake name = "red space suit replica" @@ -98,30 +98,30 @@ desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!" w_class = ITEMSIZE_NORMAL allowed = list(/obj/item/flashlight,/obj/item/tank/emergency/oxygen,/obj/item/toy) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET /obj/item/clothing/suit/hastur name = "Hastur's Robes" desc = "Robes not meant to be worn by man" icon_state = "hastur" item_state_slots = list(SLOT_ID_RIGHT_HAND = "rad", SLOT_ID_LEFT_HAND = "rad") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/imperium_monk name = "Imperium monk" desc = "Have YOU killed a xenos today?" icon_state = "imperium_monk" - body_parts_covered = HEAD|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = HEAD|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/chickensuit name = "Chicken Suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "chickensuit" - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER siemens_coefficient = 2.0 /obj/item/clothing/suit/monkeysuit @@ -129,8 +129,8 @@ desc = "A suit that looks like a primate" icon_state = "monkeysuit" item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER siemens_coefficient = 2.0 /obj/item/clothing/suit/holidaypriest @@ -138,69 +138,69 @@ desc = "This is a nice holiday my son." icon_state = "holidaypriest" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/hevsuit name = "Hazardous Environments Suit" desc = "Better than a rediculous tie." icon_state = "hevsuit" - body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/cardborg name = "cardborg suit" desc = "An ordinary cardboard box with holes cut in the sides." icon_state = "cardborg" - body_parts_covered = UPPER_TORSO|LOWER_TORSO - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/skeleton name = "skeleton costume" desc = "A body-tight costume with the human skeleton lined out on it." icon_state = "skelecost" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|FEET|HANDS|EYES|HEAD|FACE - flags_inv = HIDEJUMPSUIT|HIDESHOES|HIDEGLOVES|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|FEET|HANDS|EYES|HEAD|FACE + inv_hide_flags = HIDEJUMPSUIT|HIDESHOES|HIDEGLOVES|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "judge", SLOT_ID_LEFT_HAND = "judge") /obj/item/clothing/suit/engicost name = "sexy engineering voidsuit costume" desc = "It's supposed to look like an engineering voidsuit... It doesn't look like it could protect from much radiation." icon_state = "engicost" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET - flags_inv = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|FEET + inv_hide_flags = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "eng_voidsuit", SLOT_ID_LEFT_HAND = "eng_voidsuit") /obj/item/clothing/suit/maxman name = "doctor maxman costume" desc = "A costume made to look like Dr. Maxman, the famous male-enhancement salesman. Complete with red do-rag and sleeveless labcoat." icon_state = "maxman" - body_parts_covered = LOWER_TORSO|FEET|LEGS|HEAD - flags_inv = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER + body_cover_flags = LOWER_TORSO|FEET|LEGS|HEAD + inv_hide_flags = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") /obj/item/clothing/suit/iasexy name = "sexy internal affairs suit" desc = "Now where's your pen?~" icon_state = "iacost" - body_parts_covered = UPPER_TORSO|FEET|LOWER_TORSO|EYES - flags_inv = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|FEET|LOWER_TORSO|EYES + inv_hide_flags = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") /obj/item/clothing/suit/sexyminer name = "sexy miner costume" desc = "For when you need to get your rocks off." icon_state = "sexyminer" - body_parts_covered = FEET|LOWER_TORSO|HEAD - flags_inv = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER + body_cover_flags = FEET|LOWER_TORSO|HEAD + inv_hide_flags = HIDEJUMPSUIT|HIDESHOES|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "miner", SLOT_ID_LEFT_HAND = "miner") /obj/item/clothing/suit/sumo name = "inflatable sumo wrestler costume" desc = "An inflated sumo wrestler costume. It's quite hot." icon_state = "sumo" - body_parts_covered = FEET|LOWER_TORSO|UPPER_TORSO|LEGS|ARMS - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = FEET|LOWER_TORSO|UPPER_TORSO|LEGS|ARMS + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "classicponcho", SLOT_ID_LEFT_HAND = "classicponcho") min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE @@ -208,16 +208,16 @@ name = "classic hacker costume" desc = "You would feel insanely cool wearing this." icon_state = "hackercost" - body_parts_covered = FEET|LOWER_TORSO|UPPER_TORSO|LEGS|ARMS|EYES - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = FEET|LOWER_TORSO|UPPER_TORSO|LEGS|ARMS|EYES + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_coat", SLOT_ID_LEFT_HAND = "leather_coat") /obj/item/clothing/suit/lumber name = "sexy lumberjack costume" desc = "Smells of dusky pine. Includes chest hair and beard." icon_state = "sexylumber" - body_parts_covered = FEET|LOWER_TORSO|FEET - flags_inv = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = FEET|LOWER_TORSO|FEET + inv_hide_flags = HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER item_state_slots = list(SLOT_ID_RIGHT_HAND = "red_labcoat", SLOT_ID_LEFT_HAND = "red_labcoat") /obj/item/clothing/suit/bunny @@ -225,15 +225,15 @@ desc = "For the authentic bouncing experience." icon_state = "bunnysuit" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") - flags_inv = HIDEJUMPSUIT - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + inv_hide_flags = HIDEJUMPSUIT + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/suit/pharaoh name = "pharaoh's garb" desc = "Look upon my works, ye mighty, and despair." icon_state = "pharaoh" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_coat", SLOT_ID_LEFT_HAND = "leather_coat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/suit/drfreeze name = "cryogenic scientist coat" @@ -260,8 +260,8 @@ desc = "There was a period in Old Earth history where this costume was seen as the peak of comedy." icon = 'icons/clothing/suit/costume/banana.dmi' icon_state = "bananasuit" - body_parts_covered = UPPER_TORSO|LOWER_TORSO - flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/suit/assassin @@ -269,8 +269,8 @@ desc = "Much like their namesake, modern wearers of this outfit tend to overindulge on hashish." icon = 'icons/clothing/suit/costume/assassin.dmi' icon_state = "assassin" - body_parts_covered = UPPER_TORSO|LOWER_TORSO - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /* @@ -280,8 +280,8 @@ name = "straight jacket" desc = "A suit that completely restrains the wearer." icon_state = "straight_jacket" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER var/resist_time = 4 MINUTES @@ -309,8 +309,8 @@ desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in." icon_state = "ianshirt" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") //placeholder -S2- - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/nerdshirt name = "nerdy shirt" @@ -318,8 +318,8 @@ icon = 'icons/clothing/suit/misc/nerdshirt.dmi' icon_state = "nerdshirt" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") //placeholder -S2- - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDETIE|HIDEHOLSTER worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL /obj/item/clothing/suit/kimono @@ -342,23 +342,23 @@ icon_state = "leathercoat_alt" allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/leathercoat/sec name = "leather coat" desc = "A long, thick black leather coat." icon_state = "leathercoat_sec" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/overcoat name = "leather overcoat" desc = "A fashionable leather overcoat." icon_state = "leathercoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "wcoat", SLOT_ID_LEFT_HAND = "wcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/browncoat name = "brown leather coat" @@ -366,7 +366,7 @@ icon_state = "browncoat" allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/neocoat name = "black coat" @@ -374,21 +374,21 @@ icon_state = "neocoat" allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/customs name = "customs jacket" desc = "A standard OriCon Customs formal jacket." icon_state = "customs_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_blue", SLOT_ID_LEFT_HAND = "suit_blue") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/greyjacket name = "grey jacket" desc = "A fancy twead grey jacket." icon_state = "gentlecoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/trench name = "brown trenchcoat" @@ -396,13 +396,13 @@ icon_state = "detective" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/trench/grey name = "grey trenchcoat" icon_state = "detective2" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/peacoat name = "peacoat" @@ -410,7 +410,7 @@ icon_state = "peacoat" addblends = "peacoat_a" item_state_slots = list(SLOT_ID_RIGHT_HAND = "peacoat", SLOT_ID_LEFT_HAND = "peacoat") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/duster name = "cowboy duster" @@ -418,14 +418,14 @@ icon_state = "duster" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/cardigan name = "cardigan" desc = "A cozy cardigan in a classic style." icon_state = "cardigan" addblends = "cardigan_a" - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/slimleather name = "slim leather coat" @@ -433,7 +433,7 @@ icon_state = "slim_leather" allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/gothcoat name = "gothic coat" @@ -441,7 +441,7 @@ icon_state = "gothcoat" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/navy_coat_blue name = "blue navy coat" @@ -449,7 +449,7 @@ icon_state = "blue_navy_jacket" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/navy_coat_brown name = "brown navy coat" @@ -457,7 +457,7 @@ icon_state = "brown_navy_jacket" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/navy_coat_green name = "brown navy coat" @@ -465,7 +465,7 @@ icon_state = "green_navy_jacket" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/stripe_jacket name = "striped jacket" @@ -473,7 +473,7 @@ icon_state = "stripe_jacket" blood_overlay_type = "coat" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/tank/emergency/oxygen, /obj/item/flashlight,/obj/item/gun/energy,/obj/item/gun/ballistic,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/uv_light) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /* * stripper */ @@ -496,8 +496,8 @@ desc = "A suit made out of chitinous alien hide." icon_state = "xenos" item_state_slots = list(SLOT_ID_RIGHT_HAND = "black_suit", SLOT_ID_LEFT_HAND = "black_suit") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER siemens_coefficient = 2.0 /obj/item/clothing/suit/jacket/puffer @@ -505,17 +505,17 @@ desc = "A thick jacket with a rubbery, water-resistant shell." icon_state = "pufferjacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "chainmail", SLOT_ID_LEFT_HAND = "chainmail") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/jacket/puffer/vest name = "puffer vest" desc = "A thick vest with a rubbery, water-resistant shell." icon_state = "puffervest" item_state_slots = list(SLOT_ID_RIGHT_HAND = "chainmail", SLOT_ID_LEFT_HAND = "chainmail") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO cold_protection = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/suit/storage/miljacket @@ -523,56 +523,56 @@ desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable." icon_state = "militaryjacket_nobadge" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_olive", SLOT_ID_LEFT_HAND = "suit_olive") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/tan name = "tan military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. Now in sandy tans for desert fans." icon_state = "militaryjacket_tan" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_orange", SLOT_ID_LEFT_HAND = "suit_orange") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/grey name = "grey military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one's in urban grey." icon_state = "militaryjacket_grey" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_grey", SLOT_ID_LEFT_HAND = "suit_grey") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/navy name = "navy military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. Dark navy, this one is." icon_state = "militaryjacket_navy" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_navy", SLOT_ID_LEFT_HAND = "suit_navy") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/black name = "black military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. Now in tactical black." icon_state = "militaryjacket_black" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/alt name = "military jacket, alternate" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one has a badge on the front." icon_state = "militaryjacket_badge" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_olive", SLOT_ID_LEFT_HAND = "suit_olive") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/green name = "dark green military jacket" desc = "A dark green canvas jacket. Feels sturdy, yet comfortable." icon_state = "militaryjacket_green" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_olive", SLOT_ID_LEFT_HAND = "suit_olive") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/miljacket/white name = "white military jacket" desc = "A white canvas jacket. Don't wear this for walks in the snow, it won't keep you warm." icon_state = "militaryjacket_white" item_state_slots = list(SLOT_ID_RIGHT_HAND = "med_dep_jacket", SLOT_ID_LEFT_HAND = "med_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/bomber name = "bomber jacket" @@ -580,8 +580,8 @@ icon_state = "bomber" item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") allowed = list (/obj/item/gun/ballistic/sec/flash, /obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER cold_protection = UPPER_TORSO|ARMS min_cold_protection_temperature = T0C - 20 siemens_coefficient = 0.7 @@ -591,8 +591,8 @@ desc = "A thick, well-worn WW2 leather bomber jacket." icon_state = "bomberjacket_new" item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER cold_protection = UPPER_TORSO|ARMS min_cold_protection_temperature = T0C - 20 siemens_coefficient = 0.7 @@ -602,14 +602,14 @@ desc = "A black leather coat." icon_state = "leather_jacket" allowed = list (/obj/item/gun/ballistic/sec/flash, /obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/leather_jacket/sleeveless name = "leather vest" desc = "A black leather vest." icon_state = "leather_jacket_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") /obj/item/clothing/suit/storage/leather_jacket_alt @@ -617,7 +617,7 @@ desc = "A black leather vest." icon_state = "leather_jacket_alt" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS /obj/item/clothing/suit/storage/toggle/leather_jacket/nanotrasen desc = "A black leather coat. A corporate logo is proudly displayed on the back." @@ -628,7 +628,7 @@ name = "leather vest" desc = "A black leather vest. A corporate logo is proudly displayed on the back." icon_state = "leather_jacket_nt_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_jacket", SLOT_ID_LEFT_HAND = "leather_jacket") //This one has buttons for some reason @@ -638,14 +638,14 @@ icon_state = "brown_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/brown_jacket/sleeveless name = "brown vest" desc = "A brown leather vest." icon_state = "brown_jacket_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") /obj/item/clothing/suit/storage/toggle/brown_jacket/nanotrasen @@ -657,7 +657,7 @@ name = "brown vest" desc = "A brown leather vest. A corporate logo is proudly displayed on the back." icon_state = "brown_jacket_nt_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "brown_jacket", SLOT_ID_LEFT_HAND = "brown_jacket") /obj/item/clothing/suit/storage/toggle/denim_jacket @@ -666,14 +666,14 @@ icon_state = "denim_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "denim_jacket", SLOT_ID_LEFT_HAND = "denim_jacket") allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/denim_jacket/sleeveless name = "denim vest" desc = "A denim vest." icon_state = "denim_jacket_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "denim_jacket", SLOT_ID_LEFT_HAND = "denim_jacket") /obj/item/clothing/suit/storage/toggle/denim_jacket/nanotrasen @@ -685,7 +685,7 @@ name = "denim vest" desc = "A denim vest. A corporate logo is proudly displayed on the back." icon_state = "denim_jacket_nt_sleeveless" - body_parts_covered = UPPER_TORSO + body_cover_flags = UPPER_TORSO item_state_slots = list(SLOT_ID_RIGHT_HAND = "denim_jacket", SLOT_ID_LEFT_HAND = "denim_jacket") /obj/item/clothing/suit/storage/toggle/hoodie @@ -695,7 +695,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_grey", SLOT_ID_LEFT_HAND = "suit_grey") min_cold_protection_temperature = T0C - 20 cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/hoodie/black name = "black hoodie" @@ -774,8 +774,8 @@ desc = "A fancy dress." icon_state = "white_dress" item_state_slots = list(SLOT_ID_RIGHT_HAND = "white_dress", SLOT_ID_LEFT_HAND = "white_dress") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/varsity name = "black varsity jacket" @@ -783,7 +783,7 @@ icon_state = "varsity" allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/varsity/red name = "red varsity jacket" @@ -813,35 +813,35 @@ desc = "A cozy jacket in security's colors. Show your department pride!" icon_state = "sec_dep_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "sec_dep_jacket", SLOT_ID_LEFT_HAND = "sec_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/engi_dep_jacket name = "department jacket, engineering" desc = "A cozy jacket in engineering's colors. Show your department pride!" icon_state = "engi_dep_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "engi_dep_jacket", SLOT_ID_LEFT_HAND = "engi_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/supply_dep_jacket name = "department jacket, supply" desc = "A cozy jacket in supply's colors. Show your department pride!" icon_state = "supply_dep_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "supply_dep_jacket", SLOT_ID_LEFT_HAND = "supply_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/sci_dep_jacket name = "department jacket, science" desc = "A cozy jacket in science's colors. Show your department pride!" icon_state = "sci_dep_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "sci_dep_jacket", SLOT_ID_LEFT_HAND = "sci_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/toggle/med_dep_jacket name = "department jacket, medical" desc = "A cozy jacket in medical's colors. Show your department pride!" icon_state = "med_dep_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "med_dep_jacket", SLOT_ID_LEFT_HAND = "med_dep_jacket") - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER /* * Track Jackets @@ -882,7 +882,7 @@ icon_state = "flannel" item_state_slots = list(SLOT_ID_RIGHT_HAND = "black_labcoat", SLOT_ID_LEFT_HAND = "black_labcoat") allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER var/rolled = 0 var/tucked = 0 var/buttoned = 0 @@ -898,11 +898,11 @@ if(rolled == 0) rolled = 1 - body_parts_covered &= ~(ARMS) + body_cover_flags &= ~(ARMS) to_chat(usr, "You roll up the sleeves of your [src].") else rolled = 0 - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) to_chat(usr, "You roll down the sleeves of your [src].") update_icon() @@ -930,11 +930,11 @@ if(buttoned == 0) buttoned = 1 - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER to_chat(usr, "You button your [src].") else buttoned = 0 - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER to_chat(usr, "You unbutton your [src].") update_icon() @@ -971,16 +971,16 @@ icon_state = "suitjacket_green" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_olive", SLOT_ID_LEFT_HAND = "suit_olive") blood_overlay_type = "coat" - body_parts_covered = UPPER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER /obj/item/clothing/suit/storage/snowsuit name = "snowsuit" desc = "A suit made to keep you nice and toasty on cold winter days. Or at least alive." icon_state = "snowsuit" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) @@ -1044,8 +1044,8 @@ name = "Mr. Snuggles Suit" desc = "A padded suit for restraining patients without bumming everyone out!" icon_state = "mr_snuggles" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER var/resist_time = 4800 // Eight minutes. @@ -1053,8 +1053,8 @@ name = "Mrs. Snuggles Suit" desc = "A padded suit for restraining patients without bumming everyone out!" icon_state = "mrs_snuggles" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER var/resist_time = 4800 // Eight minutes. @@ -1064,7 +1064,7 @@ name = "Security Operations Jacket" desc = "A uniform jacket from the United Federation. Starfleet still uses this uniform and there are variations of it. Set phasers to awesome." icon_state = "fedcoat" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list( /obj/item/tank/emergency/oxygen, /obj/item/flashlight, @@ -1122,7 +1122,7 @@ name = "Modern Command Operations Jacket" desc = "A jacket issued to Command staff on NT vessels. This one is modern." icon_state = "fedmodern" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list( /obj/item/tank/emergency/oxygen, /obj/item/flashlight, @@ -1167,15 +1167,15 @@ icon_state = "samurai_colorable" item_state_slots = list(SLOT_ID_RIGHT_HAND = "leather_coat", SLOT_ID_LEFT_HAND = "leather_coat") w_class = ITEMSIZE_LARGE - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/laconic name = "laconic field coat" desc = "A hardy coat designed to protect its wearer as much in the lab as on an expedition." icon_state = "laconic" item_state_slots = list(SLOT_ID_RIGHT_HAND = "labcoat", SLOT_ID_LEFT_HAND = "labcoat") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS valid_accessory_slots = (\ ACCESSORY_SLOT_OVER\ |ACCESSORY_SLOT_UTILITY) @@ -1184,7 +1184,7 @@ name = "replica imperial soldier armor" desc = "Made out of an especially light metal, it lets you conquer in style. This appears less sturdy than the authentic article." icon_state = "ge_armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/suit/imperial/officer_replica name = "replica imperial officer armor" @@ -1196,7 +1196,7 @@ desc = "A sleek jacket with a dark fur lining around the collar. All the rage on Infernum." icon_state = "darkfur_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "coatwinter", SLOT_ID_LEFT_HAND = "coatwinter") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS valid_accessory_slots = (\ ACCESSORY_SLOT_OVER\ |ACCESSORY_SLOT_UTILITY) @@ -1276,7 +1276,7 @@ name = "Utility Fur Coat" desc = "A form fitting utilitarion coat with straps around the shoulders and holding a sash around the waist. The collar is lined with fur to help stay warm." icon_state = "fur_utility" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE allowed = list (/obj/item/pen, /obj/item/paper, /obj/item/flashlight,/obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, diff --git a/code/modules/clothing/suits/oricon.dm b/code/modules/clothing/suits/oricon.dm index 8b1b334317b..243356e8db4 100644 --- a/code/modules/clothing/suits/oricon.dm +++ b/code/modules/clothing/suits/oricon.dm @@ -7,10 +7,10 @@ desc = "A uniform service jacket, plain and undecorated." icon_state = "blackservice" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.9 - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER allowed = list(/obj/item/tank/emergency/oxygen,/obj/item/flashlight,/obj/item/pen,/obj/item/clothing/head/soft,/obj/item/clothing/head/beret,/obj/item/storage/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/tape_recorder,/obj/item/analyzer,/obj/item/radio,/obj/item/barrier_tape_roll) /obj/item/clothing/suit/storage/service/sysguard @@ -110,7 +110,7 @@ name = "dress jacket" desc = "A uniform dress jacket, fancy." icon_state = "greydress" - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.9 allowed = list(/obj/item/tank/emergency/oxygen,/obj/item/flashlight,/obj/item/clothing/head/soft,/obj/item/clothing/head/beret,/obj/item/radio,/obj/item/pen) @@ -160,7 +160,7 @@ desc = "A black synthleather jacket. The word 'MARSHAL' is stenciled onto the back in gold lettering." icon_state = "marshal_jacket" item_state_slots = list(SLOT_ID_RIGHT_HAND = "suit_black", SLOT_ID_LEFT_HAND = "suit_black") - body_parts_covered = UPPER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|ARMS //OriCon Uniform Suits diff --git a/code/modules/clothing/suits/storage.dm b/code/modules/clothing/suits/storage.dm index 8b46f6de2f1..7a579c9eb3d 100644 --- a/code/modules/clothing/suits/storage.dm +++ b/code/modules/clothing/suits/storage.dm @@ -35,7 +35,7 @@ //Jackets with buttons, used for labcoats, IA jackets, First Responder jackets, and brown jackets. /obj/item/clothing/suit/storage/toggle - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER var/open = 0 //0 is closed, 1 is open, -1 means it won't be able to toggle action_button_name = "Toggle Coat Buttons" @@ -46,12 +46,12 @@ if(open == 1) //Will check whether icon state is currently set to the "open" or "closed" state and switch it around with a message to the user open = 0 icon_state = initial(icon_state) - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER to_chat(usr, "You button up the coat.") else if(open == 0) open = 1 icon_state = "[icon_state]_open" - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER to_chat(usr, "You unbutton the coat.") else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed to_chat(usr, "You attempt to button-up the velcro on your [src], before promptly realising how silly you are.") @@ -60,7 +60,7 @@ /obj/item/clothing/suit/storage/hooded/toggle - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER var/open = 0 //0 is closed, 1 is open, -1 means it won't be able to toggle /obj/item/clothing/suit/storage/hooded/toggle/verb/toggle() @@ -73,12 +73,12 @@ if(open == 1) //Will check whether icon state is currently set to the "open" or "closed" state and switch it around with a message to the user open = 0 icon_state = initial(icon_state) - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER to_chat(usr, "You button up the coat.") else if(open == 0) open = 1 icon_state = "[icon_state]_open" - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER to_chat(usr, "You unbutton the coat.") else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed to_chat(usr, "You attempt to button-up the velcro on your [src], before promptly realising how silly you are.") diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 8b8cea78b25..eaadbc39a28 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -16,10 +16,10 @@ w_class = ITEMSIZE_LARGE//bulky item gas_transfer_coefficient = 0.90 permeability_coefficient = 0.50 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight,/obj/item/tank/emergency/oxygen,/obj/item/extinguisher) slowdown = 1.0 - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER clothing_flags = 0 heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE @@ -47,8 +47,8 @@ desc = "Use in case of bomb." icon_state = "bombsuit" armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0) - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES siemens_coefficient = 0 /obj/item/clothing/suit/bomb_suit @@ -60,19 +60,19 @@ permeability_coefficient = 0.01 slowdown = 2 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0) - flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER heat_protection = UPPER_TORSO|LOWER_TORSO max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE siemens_coefficient = 0 /obj/item/clothing/head/bomb_hood/security icon_state = "bombsuitsec" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/suit/bomb_suit/security icon_state = "bombsuitsec" allowed = list(/obj/item/gun/ballistic/sec/flash, /obj/item/gun/energy,/obj/item/melee/baton,/obj/item/handcuffs) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS /* * Radiation protection @@ -81,9 +81,9 @@ name = "Radiation Hood" icon_state = "rad" desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation" - flags_inv = BLOCKHAIR + inv_hide_flags = BLOCKHAIR clothing_flags = THICKMATERIAL - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100) /obj/item/clothing/suit/radiation @@ -93,9 +93,9 @@ w_class = ITEMSIZE_LARGE//bulky item gas_transfer_coefficient = 0.90 permeability_coefficient = 0.50 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET allowed = list(/obj/item/flashlight,/obj/item/tank/emergency/oxygen,/obj/item/clothing/head/radiation,/obj/item/clothing/mask/gas) slowdown = 1.5 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100) - flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER clothing_flags = THICKMATERIAL diff --git a/code/modules/clothing/suits/utility_vr.dm b/code/modules/clothing/suits/utility_vr.dm index 6050f5a6b95..ba094b0732f 100644 --- a/code/modules/clothing/suits/utility_vr.dm +++ b/code/modules/clothing/suits/utility_vr.dm @@ -1,3 +1,3 @@ /obj/item/clothing/head/bomb_hood/security icon_state = "bombsuitsec" - body_parts_covered = HEAD + body_cover_flags = HEAD diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index e0d7ce9066d..7d95b6b6f2c 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -4,7 +4,7 @@ icon_state = "wizard" //Not given any special protective value since the magic robes are full-body protection --NEO siemens_coefficient = 0.8 - body_parts_covered = 0 + body_cover_flags = 0 wizard_garb = 1 /obj/item/clothing/head/wizard/red @@ -17,7 +17,7 @@ name = "wizard hat" desc = "It has WIZZARD written across it in sequins. Comes with a cool beard." icon_state = "wizard-fake" - body_parts_covered = HEAD|FACE + body_cover_flags = HEAD|FACE /obj/item/clothing/head/wizard/marisa name = "Witch Hat" @@ -30,7 +30,7 @@ desc = "A mysterious helmet that hums with an unearthly power" icon_state = "magus" siemens_coefficient = 0.8 - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES /obj/item/clothing/head/wizard/amp name = "psychic amplifier" @@ -53,7 +53,7 @@ permeability_coefficient = 0.01 armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20) allowed = list(/obj/item/teleportation_scroll) - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER siemens_coefficient = 0.8 wizard_garb = 1 @@ -71,13 +71,13 @@ name = "Magus Robe" desc = "A set of armoured robes that seem to radiate a dark power" icon_state = "magusblue" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET /obj/item/clothing/suit/wizrobe/magusred name = "Magus Robe" desc = "A set of armoured robes that seem to radiate a dark power" icon_state = "magusred" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET /obj/item/clothing/suit/wizrobe/psypurple name = "purple robes" @@ -89,8 +89,8 @@ desc = "A heavy threaded twead gray jacket. For a different sort of Gentleman." icon_state = "gentlecoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "greatcoat", SLOT_ID_LEFT_HAND = "greatcoat") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/wizrobe/fake name = "wizard robe" @@ -111,6 +111,6 @@ name = "Witch Robe" desc = "Magic is all about the spell power, ZE!" icon_state = "marisa" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 1.0 diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index 3ec65c94208..2ddcd8cea83 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/clothing/uniforms.dmi' inhand_default_type = INHAND_DEFAULT_ICON_UNIFORMS name = "under" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS permeability_coefficient = 0.90 slot_flags = SLOT_ICLOTHING armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) @@ -192,12 +192,12 @@ if(UNIFORM_ROLL_FALSE) worn_rolled_down = UNIFORM_ROLL_TRUE // todo: update_bodypart_coverage() for clothing damage - body_parts_covered &= ~(UPPER_TORSO | ARMS) + body_cover_flags &= ~(UPPER_TORSO | ARMS) to_chat(user, SPAN_NOTICE("You roll [src] down.")) if(UNIFORM_ROLL_TRUE) worn_rolled_down = UNIFORM_ROLL_FALSE // todo: update_bodypart_coverage() for clothing damage - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) to_chat(user, SPAN_NOTICE("You roll [src] up.")) update_worn_icon() @@ -221,12 +221,12 @@ if(UNIFORM_ROLL_FALSE) worn_rolled_sleeves = UNIFORM_ROLL_TRUE // todo: update_bodypart_coverage() for clothing damage - body_parts_covered &= ~(ARMS) + body_cover_flags &= ~(ARMS) to_chat(user, SPAN_NOTICE("You roll [src]'s sleeves up.")) if(UNIFORM_ROLL_TRUE) worn_rolled_sleeves = UNIFORM_ROLL_FALSE // todo: update_bodypart_coverage() for clothing damage - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) to_chat(user, SPAN_NOTICE("You roll [src]'s sleeves back down.")) update_worn_icon() diff --git a/code/modules/clothing/under/accessories/armor.dm b/code/modules/clothing/under/accessories/armor.dm index c9735337969..326cbc783d1 100644 --- a/code/modules/clothing/under/accessories/armor.dm +++ b/code/modules/clothing/under/accessories/armor.dm @@ -14,15 +14,15 @@ if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.wear_suit == S) - if((body_parts_covered & ARMS) && istype(H.gloves, /obj/item/clothing)) + if((body_cover_flags & ARMS) && istype(H.gloves, /obj/item/clothing)) var/obj/item/clothing/G = H.gloves - if(G.body_parts_covered & ARMS) + if(G.body_cover_flags & ARMS) to_chat(H, "You can't wear \the [src] with \the [G], it's in the way.") S.accessories -= src return - else if((body_parts_covered & LEGS) && istype(H.shoes, /obj/item/clothing)) + else if((body_cover_flags & LEGS) && istype(H.shoes, /obj/item/clothing)) var/obj/item/clothing/Sh = H.shoes - if(Sh.body_parts_covered & LEGS) + if(Sh.body_cover_flags & LEGS) to_chat(H, "You can't wear \the [src] with \the [Sh], it's in the way.") S.accessories -= src return @@ -88,7 +88,7 @@ name = "light armor plate" desc = "A basic armor plate made of steel-reinforced synthetic fibers. Attaches to a plate carrier." icon_state = "armor_light" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO armor = list(melee = 30, bullet = 15, laser = 40, energy = 10, bomb = 25, bio = 0, rad = 0) slot = ACCESSORY_SLOT_ARMOR_C @@ -179,7 +179,7 @@ // accessory_icons = list(slot_tie_str = 'icons/mob/clothing/modular_armor.dmi', SLOT_ID_SUIT = 'icons/mob/clothing/modular_armor.dmi') icon_state = "armguards" gender = PLURAL - body_parts_covered = ARMS + body_cover_flags = ARMS armor = list(melee = 40, bullet = 40, laser = 40, energy = 25, bomb = 30, bio = 0, rad = 0) slot = ACCESSORY_SLOT_ARMOR_A @@ -238,7 +238,7 @@ // accessory_icons = list(slot_tie_str = 'icons/mob/clothing/modular_armor.dmi', SLOT_ID_SUIT = 'icons/mob/clothing/modular_armor.dmi') icon_state = "legguards" gender = PLURAL - body_parts_covered = LEGS + body_cover_flags = LEGS armor = list(melee = 40, bullet = 40, laser = 40, energy = 25, bomb = 30, bio = 0, rad = 0) slot = ACCESSORY_SLOT_ARMOR_L diff --git a/code/modules/clothing/under/accessories/clothing.dm b/code/modules/clothing/under/accessories/clothing.dm index 32a6709e90e..b3c49b816b8 100644 --- a/code/modules/clothing/under/accessories/clothing.dm +++ b/code/modules/clothing/under/accessories/clothing.dm @@ -53,7 +53,7 @@ allowed = list(/obj/item/tank/emergency/oxygen) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) slot_flags = SLOT_OCLOTHING | SLOT_TIE - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL slot = ACCESSORY_SLOT_OVER @@ -139,12 +139,12 @@ if(src.icon_state == initial(icon_state)) src.icon_state = "[icon_state]_open" src.item_state = "[item_state]_open" - flags_inv = HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDETIE|HIDEHOLSTER to_chat(user, "You flip the cloak over your shoulder.") else src.icon_state = initial(icon_state) src.item_state = initial(item_state) - flags_inv = HIDEHOLSTER + inv_hide_flags = HIDEHOLSTER to_chat(user, "You pull the cloak over your shoulder.") update_worn_icon() //so our mob-overlays update @@ -171,7 +171,7 @@ desc = "An elaborate brown and gold cloak." icon_state = "qmcloak" item_state = "qmcloak" - body_parts_covered = null + body_cover_flags = null /obj/item/clothing/accessory/poncho/roles/cloak/ce name = "chief engineer's cloak" @@ -288,7 +288,7 @@ icon_state = "hawaii" armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) slot_flags = SLOT_OCLOTHING | SLOT_TIE - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL slot = ACCESSORY_SLOT_OVER @@ -315,7 +315,7 @@ allowed = list(/obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) slot_flags = SLOT_OCLOTHING | SLOT_TIE - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL slot = ACCESSORY_SLOT_OVER @@ -367,7 +367,7 @@ allowed = list(/obj/item/pen, /obj/item/paper, /obj/item/flashlight, /obj/item/tank/emergency/oxygen, /obj/item/storage/fancy/cigarettes, /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) slot_flags = SLOT_OCLOTHING | SLOT_TIE - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL slot = ACCESSORY_SLOT_DECOR @@ -385,7 +385,7 @@ icon_override = 'icons/mob/clothing/ties.dmi' icon_state = "sweater" slot_flags = SLOT_OCLOTHING | SLOT_TIE - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS siemens_coefficient = 0.9 w_class = ITEMSIZE_NORMAL slot = ACCESSORY_SLOT_OVER @@ -538,7 +538,7 @@ name = "Antediluvian bracers" desc = "Short metallic bracers worked out of a dark metal and inlaid with gold. They appear to have been ceremonial, as all surviving models offer negligible protection." icon_state = "antediluvian" - //body_parts_covered = HANDS|ARMS + //body_cover_flags = HANDS|ARMS /obj/item/clothing/accessory/mekkyaku name = "Mekkyaku turtleneck" diff --git a/code/modules/clothing/under/jobs/centcom.dm b/code/modules/clothing/under/jobs/centcom.dm index 243d6f8cbf8..d3896f5b5aa 100644 --- a/code/modules/clothing/under/jobs/centcom.dm +++ b/code/modules/clothing/under/jobs/centcom.dm @@ -44,7 +44,7 @@ name = "\improper CentCom turtleneck skirt" desc = "A skirt version of the CentCom turtleneck, rarer and more sought after than the original." icon_state = "officer_skirt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/rank/centcom/green/officer_skirt/replica name = "\improper CentCom turtleneck skirt replica" @@ -54,7 +54,7 @@ name = "\improper CentCom officer's suitskirt" desc = "It's a suitskirt worn by CentCom's highest-tier Commanders." icon_state = "centcom_skirt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/rank/centcom/military name = "tactical combat uniform" diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index ab7c7460079..88946db2b6f 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -56,7 +56,7 @@ name = "cargo technician's jumpsuit" desc = "Shooooorts! They're comfy and easy to wear!" icon_state = "cargo" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/rank/cargotech/jeans name = "cargo technician's jumpjeans" diff --git a/code/modules/clothing/under/jobs/medsci.dm b/code/modules/clothing/under/jobs/medsci.dm index cb0cbad2755..1acf98a78f0 100644 --- a/code/modules/clothing/under/jobs/medsci.dm +++ b/code/modules/clothing/under/jobs/medsci.dm @@ -36,7 +36,7 @@ desc = "Feminine fashion for the style conscious RD. Its fabric provides minor protection from biological contaminants." icon_state = "dress_rd" armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/rank/research_director/turtleneck desc = "A dark purple turtleneck and tan khakis, for a director with a superior sense of style." @@ -192,7 +192,7 @@ icon_state = "nursesuit" permeability_coefficient = 0.50 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL /obj/item/clothing/under/rank/nurse @@ -202,7 +202,7 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "nursesuit", SLOT_ID_LEFT_HAND = "nursesuit") permeability_coefficient = 0.50 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0) - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL /obj/item/clothing/under/rank/orderly @@ -256,7 +256,7 @@ desc = "It's made of a special fiber that provides minor protection against biohazards. This one has a cross on the chest denoting that the wearer is trained medical personnel." icon_state = "medical_short" item_state_slots = list(SLOT_ID_RIGHT_HAND = "white", SLOT_ID_LEFT_HAND = "white") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL /obj/item/clothing/under/rank/medical/scrubs diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index 9a75e8af51b..9a49f9a6bc7 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -66,7 +66,7 @@ icon_state = "dispatch" item_state_slots = list(SLOT_ID_RIGHT_HAND = "detective", SLOT_ID_LEFT_HAND = "detective") armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS siemens_coefficient = 0.9 /obj/item/clothing/under/rank/security2 diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 7a61d00b7c4..a2e61b3f9fd 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -70,7 +70,7 @@ desc = "It makes you look HONKable!" icon_state = "sexyclown" item_state_slots = list(SLOT_ID_RIGHT_HAND = "clown", SLOT_ID_LEFT_HAND = "clown") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL //Please never /obj/item/clothing/under/rank/vice @@ -86,7 +86,7 @@ w_class = ITEMSIZE_LARGE//bulky item gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | ARMS //Needs gloves and shoes with cold protection to be fully protected. min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE @@ -97,7 +97,7 @@ desc = "it's a cybernetically enhanced jumpsuit used for administrative duties." gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100) cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE @@ -123,7 +123,7 @@ desc = "A thick, layered grey undersuit lined with power cables. Feels a little like wearing an electrical storm." icon_state = "psysuit" item_state_slots = list(SLOT_ID_RIGHT_HAND = "black", SLOT_ID_LEFT_HAND = "black") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS /obj/item/clothing/under/gentlesuit name = "gentlemans suit" @@ -183,7 +183,7 @@ /obj/item/clothing/under/suit_jacket/female/skirt name = "executive skirt" desc = "A formal suit skirt for women, intended for the station's finest." - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS icon_state = "black_suit_fem" item_state = "black_formal_skirt" @@ -207,7 +207,7 @@ desc = "A clean white shirt with a blue collar and skirt. Looks like something out of an anime." //Citadel change REEEFETISHCONTENT icon_state = "schoolgirl" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blue", SLOT_ID_LEFT_HAND = "blue") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/schoolgirl/red name = "frilly red skirt" //Citadel change REEEFETISHCONTENT @@ -220,21 +220,21 @@ desc = "A clean white shirt with a green collar and skirt. Looks like something out of an anime." //Citadel change REEEFETISHCONTENT icon_state = "schoolgirlgreen" item_state_slots = list(SLOT_ID_RIGHT_HAND = "green", SLOT_ID_LEFT_HAND = "green") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/schoolgirl/orange name = "frilly orange skirt" //Citadel change REEEFETISHCONTENT desc = "A clean white shirt with a orange collar and skirt. Looks like something out of an anime." //Citadel change REEEFETISHCONTENT icon_state = "schoolgirlorange" item_state_slots = list(SLOT_ID_RIGHT_HAND = "orange", SLOT_ID_LEFT_HAND = "orange") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/schoolgirl/pink name = "frilly pink skirt" //Citadel change REEEFETISHCONTENT desc = "A clean white shirt with a pink collar and skirt. Looks like something out of an anime." //Citadel change REEEFETISHCONTENT icon_state = "schoolgirlpink" item_state_slots = list(SLOT_ID_RIGHT_HAND = "pink", SLOT_ID_LEFT_HAND = "pink") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/overalls name = "laborer's overalls" @@ -262,7 +262,7 @@ desc = "Yarr." icon_state = "pirate" item_state_slots = list(SLOT_ID_RIGHT_HAND = "sl_suit", SLOT_ID_LEFT_HAND = "sl_suit") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/under/kilt icon = 'icons/clothing/uniform/costume/kilt.dmi' @@ -274,14 +274,14 @@ worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL worn_rolldown_bodytypes = BODYTYPES(BODYTYPE_DEFAULT, BODYTYPE_TESHARI) worn_bodytypes = BODYTYPES(BODYTYPE_DEFAULT, BODYTYPE_VOX, BODYTYPE_TESHARI) - body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|FEET /obj/item/clothing/under/sexymime name = "sexy mime outfit" desc = "The only time when you DON'T enjoy looking at someone's rack." icon_state = "sexymime" item_state_slots = list(SLOT_ID_RIGHT_HAND = "mime", SLOT_ID_LEFT_HAND = "mime") - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL //Please never /obj/item/clothing/under/gladiator @@ -289,7 +289,7 @@ desc = "Are you not entertained? Is that not why you are here?" icon_state = "gladiator" item_state_slots = list(SLOT_ID_RIGHT_HAND = "yellow", SLOT_ID_LEFT_HAND = "yellow") - body_parts_covered = LOWER_TORSO + body_cover_flags = LOWER_TORSO //Obsolete, but retained for posterity. /* @@ -305,7 +305,7 @@ desc = "The cutting edge of fashion." icon_state = "moderncoat" item_state_slots = list(SLOT_ID_RIGHT_HAND = "red", SLOT_ID_LEFT_HAND = "red") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/under/ascetic name = "plain ascetic garb" @@ -342,7 +342,7 @@ * dress */ /obj/item/clothing/under/dress - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/dress/cropdress name = "cropped dress" @@ -430,19 +430,19 @@ name = "Facility Director's dress uniform" desc = "Feminine fashion for the style conscious Facility Director." icon_state = "dress_cap" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/dress/dress_hop name = "head of personnel dress uniform" desc = "Feminine fashion for the style conscious HoP." icon_state = "dress_hop" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/dress/dress_hr name = "human resources director uniform" desc = "Superior class for the nosy H.R. Director." icon_state = "huresource" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/dress/black_corset name = "black corset and skirt" @@ -489,56 +489,56 @@ * wedding stuff */ /obj/item/clothing/under/wedding - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/under/wedding/bride_orange name = "orange wedding dress" desc = "A big and puffy orange dress." icon_state = "bride_orange" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/wedding/bride_purple name = "purple wedding dress" desc = "A big and puffy purple dress." icon_state = "bride_purple" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/wedding/bride_blue name = "blue wedding dress" desc = "A big and puffy blue dress." icon_state = "bride_blue" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/wedding/bride_red name = "red wedding dress" desc = "A big and puffy red dress." icon_state = "bride_red" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/wedding/bride_white name = "silky wedding dress" desc = "A white wedding gown made from the finest silk." icon_state = "bride_white" - flags_inv = HIDESHOES - body_parts_covered = UPPER_TORSO|LOWER_TORSO + inv_hide_flags = HIDESHOES + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/sundress name = "sundress" desc = "Makes you want to frolic in a field of daisies." icon_state = "sundress" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/sundress_white name = "white sundress" desc = "A white sundress decorated with purple lilies." icon_state = "sundress_white" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/pentagramdress name = "pentagram dress" desc = "A black dress with straps over the chest in the shape of a pentagram." icon_state = "pentagram" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/captainformal name = "Facility Director's formal uniform" @@ -634,7 +634,7 @@ name = "white cheongsam" desc = "It is a white cheongsam dress." icon_state = "cheongsam-white" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/under/cheongsam/red name = "red cheongsam" @@ -716,20 +716,20 @@ name = "gear harness" desc = "How... minimalist." icon_state = "gear_harness" - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/under/dress/white name = "white wedding dress" desc = "A fancy white dress with a blue underdress." icon_state = "whitedress1" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/dress/white2 name = "long dress" desc = "A long dress." icon_state = "whitedress2" addblends = "whitedress2_a" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/dress/white3 name = "short dress" @@ -742,7 +742,7 @@ desc = "A long white dress that flares out at the bottom." icon_state = "whitedress4" addblends = "whitedress4_a" - flags_inv = HIDESHOES + inv_hide_flags = HIDESHOES /obj/item/clothing/under/dress/darkred name = "fancy dark red dress" @@ -757,7 +757,7 @@ desc = "In all reality, this is just a simple loincloth." icon_state = "loincloth" siemens_coefficient = 1 - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/under/swimsuit/black name = "black swimsuit" @@ -852,7 +852,7 @@ desc = "Slightly old-fashioned sleepwear." icon_state = "blue_pyjamas" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blue", SLOT_ID_LEFT_HAND = "blue") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/bluepyjamas_fem name = "blue pyjamas" @@ -864,7 +864,7 @@ desc = "Slightly old-fashioned sleepwear." icon_state = "red_pyjamas" item_state_slots = list(SLOT_ID_RIGHT_HAND = "red", SLOT_ID_LEFT_HAND = "red") - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/redpyjamas_fem name = "red pyjamas" @@ -1011,7 +1011,7 @@ desc = "A flimsy examination gown, the back ties never close." icon_state = "medicalgown" snowflake_worn_state = "medicalgown" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/bathrobe name = "bathrobe" @@ -1140,13 +1140,13 @@ name = "Paramedic Uniform" desc = "A dark jumpsuit for those brave souls who have to deal with a CMO who thinks they're the do everything person." icon_state = "paramedic-dark" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/parameduniskirtdark name = "Paramedic Uniskirt" desc = "A dark jumpskirt for those brave souls who have to deal with a CMO who thinks they're the do everything person." icon_state = "paramedic-dark_skirt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/btcbartender name = "BTC Bartender" @@ -1157,19 +1157,19 @@ name = "\improper Paramedic Uniform" desc = "A light jumpsuit for those brave souls who have to deal with a CMO who thinks they're the do everything person." icon_state = "paramedic-light" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/parameduniskirtlight name = "\improper Paramedic Uniskirt" desc = "A light jumpskirt for those brave souls who have to deal with a CMO who thinks they're the do everything person." icon_state = "paramedic_skirt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/dutchuniform name = "\improper Western suit" desc = "We can't always fight nature. We can't fight change, we can't fight gravity, we can't fight nothing." icon_state = "dutchuniform" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/victorianblred name = "red shirted victorian suit" @@ -1508,31 +1508,31 @@ name = "plain kimono" desc = "The traditional dress of old Earth Japan, the kimono remains ubiquitous across the galaxy due to its comfort, simplicity, and versatility." icon_state = "kimono" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/kimono_black name = "black kimono" desc = "A more somber and reserved pattern of kimono. Wear this to a funeral, or to the climactic sword battle." icon_state = "kimono_black" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/kimono_sakura name = "sakura pattern kimono" desc = "The vibrant pink coloration and subtle flower pattern of this kimono represet the Sakura tree, which was saved from extinction during the Final War thanks to the efforts of conservationists on Luna." icon_state = "kimono_sakura" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/kimono_fancy name = "festival kimono" desc = "A blue kimono similar to those traditionally worn to festivals. Its intricate embroidery and fine coloring are not meant to face much wear and tear." icon_state = "kimono_fancy" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/kamishimo name = "kamishimo" desc = "Popular amongst samurai, these items of clothing are not frequently in vogue. However, their easily recognizable silhouette keeps them from falling into total obscurity." icon_state = "kamishimo" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS //Keek's Kimonos /obj/item/clothing/under/kimono/red @@ -1608,7 +1608,7 @@ name = "baggy turtleneck (cream)" desc = "A cozy knit turtleneck. It's too baggy and comfortable to be tactical." icon_state = "bb_turtle" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/turtlebaggy/cream_fem name = "baggy turtleneck (cream)(female)" @@ -1665,7 +1665,7 @@ name = "safari uniform" desc = "A sturdy canvas button-up and shorts, designed to provide protection without retaining heat." icon_state = "safari" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/bsing name = "blue performer's outfit" @@ -1777,7 +1777,7 @@ desc = "This permit entitles the bearer to conduct their duties without a uniform. Normally issued to furred crewmembers or those with nothing to hide." icon = 'icons/obj/card_cit.dmi' icon_state = "permit-civilian" - body_parts_covered = 0 + body_cover_flags = 0 equip_sound = null item_state = "golem" //This is dumb and hacky but was here when I got here. diff --git a/code/modules/clothing/under/oricon/pt.dm b/code/modules/clothing/under/oricon/pt.dm index f47613ecd46..3a28163ac90 100644 --- a/code/modules/clothing/under/oricon/pt.dm +++ b/code/modules/clothing/under/oricon/pt.dm @@ -5,7 +5,7 @@ icon_state = "miami" armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.9 - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_NO_RENDER worn_bodytypes = BODYTYPES(BODYTYPE_DEFAULT) worn_has_rolldown = UNIFORM_HAS_NO_ROLL diff --git a/code/modules/clothing/under/pants.dm b/code/modules/clothing/under/pants.dm index a3dbecbc590..dbac3d0a821 100644 --- a/code/modules/clothing/under/pants.dm +++ b/code/modules/clothing/under/pants.dm @@ -4,7 +4,7 @@ desc = "A nondescript pair of tough blue jeans." icon_state = "jeans" gender = PLURAL - body_parts_covered = LOWER_TORSO|LEGS + body_cover_flags = LOWER_TORSO|LEGS /obj/item/clothing/under/pants/ripped name = "ripped jeans" diff --git a/code/modules/clothing/under/shorts.dm b/code/modules/clothing/under/shorts.dm index 9b76b33e21c..9e3a4613a89 100644 --- a/code/modules/clothing/under/shorts.dm +++ b/code/modules/clothing/under/shorts.dm @@ -3,7 +3,7 @@ name = "athletic shorts" desc = "95% Polyester, 5% Spandex!" gender = PLURAL - body_parts_covered = LOWER_TORSO + body_cover_flags = LOWER_TORSO /obj/item/clothing/under/shorts/red name = "red athletic shorts" @@ -97,7 +97,7 @@ name = "short black skirt" desc = "A skirt that is a shiny black." icon_state = "skirt_short_black" - body_parts_covered = LOWER_TORSO + body_cover_flags = LOWER_TORSO worn_has_rollsleeve = UNIFORM_HAS_NO_ROLL /obj/item/clothing/under/skirt/khaki @@ -140,7 +140,7 @@ name = "black skirt" desc = "A black skirt, very fancy!" icon_state = "blackskirt" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/under/skirt/outfit/plaid_blue name = "blue plaid skirt" diff --git a/code/modules/clothing/under/xenos/moth.dm b/code/modules/clothing/under/xenos/moth.dm index e72d95d0056..9cfbc93f92c 100644 --- a/code/modules/clothing/under/xenos/moth.dm +++ b/code/modules/clothing/under/xenos/moth.dm @@ -9,7 +9,7 @@ /obj/item/clothing/under/moth/puffy_pants name = "puffy pants" desc = "A pair of puffy pants. The holes are too small for human proportions." - body_parts_covered = LEGS + body_cover_flags = LEGS /obj/item/clothing/under/moth/puffy_pants/red name = "red puffy pants" @@ -66,7 +66,7 @@ desc = "A pair of pants. The holes are too small for human proportions." icon_state = "gray_tight_pants" item_state = "gray_tight_pants" - body_parts_covered = LEGS + body_cover_flags = LEGS /obj/item/clothing/under/moth/tight_pants/red name = "red pants" @@ -117,13 +117,13 @@ name = "white pants" icon_state = "white_tight_pants" item_state = "white_tight_pants" - + /obj/item/clothing/under/moth/moth_skirt name = "skirt" desc = "A long skirt. The holes are too small for human proportions." icon_state = "gray_moth_skirt" item_state = "gray_moth_skirt" - body_parts_covered = LEGS + body_cover_flags = LEGS /obj/item/clothing/under/moth/moth_skirt/red name = "red skirt" @@ -174,7 +174,7 @@ name = "white skirt" icon_state = "white_moth_skirt" item_state = "white_moth_skirt" - + // Uppers @@ -187,7 +187,7 @@ /obj/item/clothing/accessory/vest/moth/abdomen_guard name = "abdomen guard" desc = "A piece of cloth intended to be tied against an abdomen with included leather belts. Not fitted for human proportions." - body_parts_covered = LOWER_TORSO // it's a piece of cloth man + body_cover_flags = LOWER_TORSO // it's a piece of cloth man /obj/item/clothing/accessory/vest/moth/abdomen_guard/red name = "red abdomen guard" @@ -238,13 +238,13 @@ name = "white abdomen guard" item_state = "white_abdomen_guard" icon_state = "white_abdomen_guard_s" - + /obj/item/clothing/accessory/vest/moth/tunic_top name = "tunic" desc = "A breezy tunic, held on by one strap on the shoulder. Includes leather belts to tie the bottom off. Not fitted for human proportions." item_state = "gray_tunic_top" icon_state = "gray_tunic_top_s" - body_parts_covered = LOWER_TORSO|UPPER_TORSO + body_cover_flags = LOWER_TORSO|UPPER_TORSO /obj/item/clothing/accessory/vest/moth/tunic_top/red name = "red tunic" @@ -295,13 +295,13 @@ name = "white tunic" item_state = "white_tunic_top" icon_state = "white_tunic_top_s" - + /obj/item/clothing/accessory/vest/moth/cloth_strap_top name = "cloth strap top" desc = "Two straps, overlapping each other. A piece of velcro adorns the end of the straps, to be connected at the back. Not fitted to human proportions." item_state = "gray_cloth_strap_top" icon_state = "gray_cloth_strap_top_s" - body_parts_covered = 0 // that shit don't cover nothing + body_cover_flags = 0 // that shit don't cover nothing /obj/item/clothing/accessory/vest/moth/cloth_strap_top/red name = "red cloth strap top" @@ -352,13 +352,13 @@ name = "white cloth strap top" item_state = "white_cloth_strap_top" icon_state = "white_cloth_strap_top_s" - + /obj/item/clothing/accessory/vest/moth/shoulder_pad_right name = "right shoulder pad" desc = "A cloth shoulder pad, fastened to the body with a leather belt. Not fitted to human proportions." item_state = "gray_shoulder_pad_right" icon_state = "gray_shoulder_pad_right_s" - body_parts_covered = 0 // that shit don't cover nothing + body_cover_flags = 0 // that shit don't cover nothing /obj/item/clothing/accessory/vest/moth/shoulder_pad_right/red name = "red shoulder pad" @@ -409,13 +409,13 @@ name = "white shoulder pad" item_state = "white_shoulder_pad_right" icon_state = "white_shoulder_pad_right_s" - + /obj/item/clothing/accessory/vest/moth/shoulder_pad_left name = "left shoulder pad" desc = "A cloth shoulder pad, fastened to the body with a leather belt. Not fitted to human proportions." item_state = "gray_shoulder_pad_left" icon_state = "gray_shoulder_pad_left_s" - body_parts_covered = 0 // that shit don't cover nothing + body_cover_flags = 0 // that shit don't cover nothing /obj/item/clothing/accessory/vest/moth/shoulder_pad_left/red name = "red shoulder pad" @@ -466,13 +466,13 @@ name = "white shoulder pad" item_state = "white_shoulder_pad_left" icon_state = "white_shoulder_pad_left_s" - + /obj/item/clothing/accessory/vest/moth/front_tunic name = "backless tunic" desc = "A cloth tunic, with leather belts to tie off the bottom. A single cloth loop goes around the neck, leaving the back exposed. Not fitted to human proportions." item_state = "gray_front_tunic" icon_state = "gray_front_tunic_s" - body_parts_covered = LOWER_TORSO|UPPER_TORSO + body_cover_flags = LOWER_TORSO|UPPER_TORSO /obj/item/clothing/accessory/vest/moth/front_tunic/red name = "red backless tunic" @@ -523,13 +523,13 @@ name = "white backless tunic" item_state = "white_front_tunic" icon_state = "white_front_tunic_s" - + /obj/item/clothing/accessory/vest/moth/gaiter name = "gaiter" desc = "A cloth gaiter, with a single button to connect the ends. Not fitted to human proportions." item_state = "gray_gaiter" icon_state = "gray_gaiter_s" - body_parts_covered = 0 // that shit don't cover nothing + body_cover_flags = 0 // that shit don't cover nothing /obj/item/clothing/accessory/vest/moth/gaiter/red name = "red gaiter" diff --git a/code/modules/clothing/under/xenos/teshari.dm b/code/modules/clothing/under/xenos/teshari.dm index 9c570592f18..a1b130097ef 100644 --- a/code/modules/clothing/under/xenos/teshari.dm +++ b/code/modules/clothing/under/xenos/teshari.dm @@ -8,7 +8,7 @@ name = "small grey smock" desc = "It looks fitted to nonhuman proportions." icon_state = "tesh_smock_grey" - body_parts_covered = 0 // It's a thin piece of cloth with a neck hole. + body_cover_flags = 0 // It's a thin piece of cloth with a neck hole. /obj/item/clothing/under/teshari/smock/red name = "small red smock" @@ -155,7 +155,7 @@ icon_override = 'icons/mob/clothing/species/teshari/teshari_uniform.dmi' icon_state = "tesh_uniform_bo" item_state = "tesh_uniform_bo" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/teshari/undercoat/standard/black_orange name = "black and orange undercoat" diff --git a/code/modules/clothing/under/xenos/vox.dm b/code/modules/clothing/under/xenos/vox.dm index 924c023eca6..7ea5eb67dff 100644 --- a/code/modules/clothing/under/xenos/vox.dm +++ b/code/modules/clothing/under/xenos/vox.dm @@ -9,7 +9,7 @@ desc = "This doesn't look very comfortable." icon_state = "vox-casual-1" item_state = "vox-casual-1" - body_parts_covered = LEGS + body_cover_flags = LEGS /obj/item/clothing/under/vox/vox_robes name = "alien robes" @@ -45,8 +45,8 @@ desc = "A lightly-plated jumpsuit, fitted to an alien frame. Now in classic grey!" icon = 'icons/obj/clothing/uniforms.dmi' icon_override = 'icons/mob/clothing/species/vox/uniform.dmi' - flags_inv = HIDEGLOVES|HIDESHOES - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + inv_hide_flags = HIDEGLOVES|HIDESHOES + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS atom_flags = PHORONGUARD /obj/item/clothing/under/pressuresuit/voxcivassistant diff --git a/code/modules/detectivework/forensics.dm b/code/modules/detectivework/forensics.dm index fa745e5d6d9..37991fff821 100644 --- a/code/modules/detectivework/forensics.dm +++ b/code/modules/detectivework/forensics.dm @@ -29,15 +29,15 @@ var/const/FINGERPRINT_COMPLETE = 6 fibertext = C.get_fibers() if(fibertext && prob(10*item_multiplier)) suit_fibers |= fibertext - suit_coverage = C.body_parts_covered + suit_coverage = C.body_cover_flags - if(istype(M.w_uniform, /obj/item/clothing) && (M.w_uniform.body_parts_covered & ~suit_coverage)) + if(istype(M.w_uniform, /obj/item/clothing) && (M.w_uniform.body_cover_flags & ~suit_coverage)) var/obj/item/clothing/C = M.w_uniform fibertext = C.get_fibers() if(fibertext && prob(15*item_multiplier)) suit_fibers |= fibertext - if(istype(M.gloves, /obj/item/clothing) && (M.gloves.body_parts_covered & ~suit_coverage)) + if(istype(M.gloves, /obj/item/clothing) && (M.gloves.body_cover_flags & ~suit_coverage)) var/obj/item/clothing/C = M.gloves fibertext = C.get_fibers() if(fibertext && prob(20*item_multiplier)) diff --git a/code/modules/detectivework/tools/rag.dm b/code/modules/detectivework/tools/rag.dm index 2f09e62bd46..2348dd12bf4 100644 --- a/code/modules/detectivework/tools/rag.dm +++ b/code/modules/detectivework/tools/rag.dm @@ -122,7 +122,7 @@ else if(user.zone_sel.selecting == O_MOUTH) //Check player L location, provided the rag is not on fire. Then check if mouth is exposed. if(ishuman(L)) //Added this since player species process reagents in majority of cases. var/mob/living/carbon/human/H = L - if(H.head && (H.head.body_parts_covered & FACE)) //Check human head coverage. + if(H.head && (H.head.body_cover_flags & FACE)) //Check human head coverage. to_chat(user, SPAN_WARNING("Remove their [H.head] first.")) return else if(reagents.total_volume) //Final check. If the rag is not on fire and their face is uncovered, smother L. diff --git a/code/modules/donatorreskins/donatorclothing.dm b/code/modules/donatorreskins/donatorclothing.dm index 2594ce6bbd3..4cc997b737e 100644 --- a/code/modules/donatorreskins/donatorclothing.dm +++ b/code/modules/donatorreskins/donatorclothing.dm @@ -24,8 +24,8 @@ item_state_slots = list(SLOT_ID_RIGHT_HAND = "bee", SLOT_ID_LEFT_HAND = "bee") icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER hoodtype = /obj/item/clothing/head/donator/bee_hood /obj/item/clothing/head/donator/bee_hood @@ -35,14 +35,14 @@ icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' item_state_slots = list(SLOT_ID_RIGHT_HAND = "bee", SLOT_ID_LEFT_HAND = "bee") //Does not exist -S2- - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/mask/red_mask name = "Explorer's Red Lensed Mask" desc = "A gas mask with red lenses." icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' - body_parts_covered = HEAD + body_cover_flags = HEAD icon_state = "gas_mining" /obj/item/clothing/suit/storage/toggle/labcoat/donator/blackredgold @@ -60,8 +60,8 @@ icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' icon_state = "zuliecloak" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - flags_inv = HIDEHOLSTER + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS + inv_hide_flags = HIDEHOLSTER hoodtype = /obj/item/clothing/head/donator/cloak_hood /obj/item/clothing/head/donator/cloak_hood @@ -71,7 +71,7 @@ icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' icon_state = "zuliecap" - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/under/donator/pinksuit name = "pink latex jumpsuit" @@ -96,7 +96,7 @@ icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' item_state_slots = list(SLOT_ID_RIGHT_HAND = "blackberet", SLOT_ID_LEFT_HAND = "blackberet") - body_parts_covered = HEAD + body_cover_flags = HEAD /obj/item/clothing/under/carcharodon name = "Carcharodon Suit" @@ -176,7 +176,7 @@ /obj/item/clothing/head/donator/mikuhair name = "starlight singer hair" desc = " " - flags_inv = HIDEEARS|BLOCKHEADHAIR + inv_hide_flags = HIDEEARS|BLOCKHEADHAIR icon_state = "mikuhair" icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' @@ -207,7 +207,7 @@ icon_state = "dancer_veil" icon = 'icons/obj/clothing/donatorclothing.dmi' icon_override = 'icons/mob/clothing/donatorclothing.dmi' - flags_inv = HIDEFACE + inv_hide_flags = HIDEFACE action_button_name = "Adjust Veil" var/hanging = 0 @@ -215,11 +215,11 @@ if(!user.incapacitated() && !user.restrained() && !user.stat) hanging = !hanging if (hanging) - body_parts_covered = body_parts_covered & ~FACE + body_cover_flags = body_cover_flags & ~FACE icon_state = "dancer_veil_down" to_chat(user, "You drape the veil to one side.") else - body_parts_covered = initial(body_parts_covered) + body_cover_flags = initial(body_cover_flags) clothing_flags = initial(clothing_flags) icon_state = initial(icon_state) to_chat(user, "You pull the veil over to cover your face.") diff --git a/code/modules/examine/descriptions/armor.dm b/code/modules/examine/descriptions/armor.dm index 87814b57456..e0a6e978522 100644 --- a/code/modules/examine/descriptions/armor.dm +++ b/code/modules/examine/descriptions/armor.dm @@ -67,7 +67,7 @@ var/list/slots = list() for(var/name in string_part_flags) - if(body_parts_covered & string_part_flags[name]) + if(body_cover_flags & string_part_flags[name]) covers += name for(var/name in string_slot_flags) diff --git a/code/modules/holidays/halloween_loadout_masquarade.dm b/code/modules/holidays/halloween_loadout_masquarade.dm index 363abae9cfc..a1e5e3fe862 100644 --- a/code/modules/holidays/halloween_loadout_masquarade.dm +++ b/code/modules/holidays/halloween_loadout_masquarade.dm @@ -4,7 +4,7 @@ w_class = WEIGHT_CLASS_SMALL; \ armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0); \ atom_flags = PHORONGUARD; \ - flags_inv = HIDEHOLSTER|HIDEFACE|BLOCKHAIR; \ + inv_hide_flags = HIDEHOLSTER|HIDEFACE|BLOCKHAIR; \ min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE; #define STD_DEF_NON_HIDING(what) \ @@ -13,7 +13,7 @@ w_class = WEIGHT_CLASS_SMALL; \ armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0); \ atom_flags = PHORONGUARD; \ - flags_inv = HIDEHOLSTER; \ + inv_hide_flags = HIDEHOLSTER; \ min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE; /** @@ -52,7 +52,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_UNIFORMS inhand_state = "black" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS /datum/gear/seasonal/masquarade/syndicate/sneaksuit_armor @@ -66,7 +66,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_SUITS inhand_state = "armor" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO cold_protection = UPPER_TORSO|LOWER_TORSO /datum/gear/seasonal/masquarade/syndicate/sneaksuit_gloves @@ -80,7 +80,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_GLOVES inhand_state = "black" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = HANDS + body_cover_flags = HANDS cold_protection = HANDS /datum/gear/seasonal/masquarade/syndicate/sneaksuit_helmet @@ -94,7 +94,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_HATS inhand_state = "helmet" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -109,7 +109,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_SHOES inhand_state = "cult" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = FEET + body_cover_flags = FEET cold_protection = FEET /datum/gear/seasonal/masquarade/syndicate/sneaksuit_mask @@ -123,7 +123,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_MASKS inhand_state = "gas" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -138,7 +138,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_HATS inhand_state = "helmet" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -153,7 +153,7 @@ inhand_default_type = INHAND_DEFAULT_ICON_GLOVES inhand_state = "armor" worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL | WORN_RENDER_INHAND_ALLOW_DEFAULT - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET /datum/gear/seasonal/masquarade/syndicate/esword @@ -186,7 +186,7 @@ icon_state = "lingarmorhelmet" icon = 'icons/antagonists/changeling/items/clothing.dmi' default_worn_icon = 'icons/antagonists/changeling/on_mob/clothing.dmi' - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -199,7 +199,7 @@ icon_state = "lingarmor" icon = 'icons/antagonists/changeling/items/clothing.dmi' default_worn_icon = 'icons/antagonists/changeling/on_mob/clothing.dmi' - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET /datum/gear/seasonal/masquarade/changeling/flesh_hood @@ -211,7 +211,7 @@ icon_state = "lingspacehelmet" icon = 'icons/antagonists/changeling/items/clothing.dmi' default_worn_icon = 'icons/antagonists/changeling/on_mob/clothing.dmi' - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -224,7 +224,7 @@ icon_state = "lingspacesuit" icon = 'icons/antagonists/changeling/items/clothing.dmi' default_worn_icon = 'icons/antagonists/changeling/on_mob/clothing.dmi' - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET /datum/gear/seasonal/masquarade/changeling/arm_blade @@ -282,7 +282,7 @@ icon = 'icons/antagonists/clockcult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/clockcult/on_mob/clothing.dmi' icon_state = "clockwork_helmet" - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -295,7 +295,7 @@ icon = 'icons/antagonists/clockcult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/clockcult/on_mob/clothing.dmi' icon_state = "clockwork_cuirass" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS /datum/gear/seasonal/masquarade/clockcult/boots @@ -307,7 +307,7 @@ icon = 'icons/antagonists/clockcult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/clockcult/on_mob/clothing.dmi' icon_state = "clockwork_treads" - body_parts_covered = FEET + body_cover_flags = FEET cold_protection = FEET /datum/gear/seasonal/masquarade/clockcult/gloves @@ -319,7 +319,7 @@ icon = 'icons/antagonists/clockcult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/clockcult/on_mob/clothing.dmi' icon_state = "clockwork_gauntlets" - body_parts_covered = HANDS + body_cover_flags = HANDS cold_protection = HANDS /datum/gear/seasonal/masquarade/clockcult/slab @@ -437,7 +437,7 @@ default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "cult_armor" hoodtype = /obj/item/clothing/head/hood/fake_cult_hardsuit - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|FEET|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|FEET|HANDS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS|FEET|HANDS /obj/item/clothing/head/hood/fake_cult_hardsuit @@ -445,7 +445,7 @@ icon = 'icons/antagonists/cult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "cult_helmet" - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD @@ -459,7 +459,7 @@ default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "cultrobesalt" hoodtype = /obj/item/clothing/head/hood/fake_cult_robes_new - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/head/hood/fake_cult_robes_new @@ -467,7 +467,7 @@ icon = 'icons/antagonists/cult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "culthoodalt" - body_parts_covered = HEAD + body_cover_flags = HEAD cold_protection = HEAD /datum/gear/seasonal/masquarade/cult/robes_old @@ -480,7 +480,7 @@ default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "cultrobes" hoodtype = /obj/item/clothing/head/hood/fake_cult_robes_old - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/head/hood/fake_cult_robes_old @@ -488,7 +488,7 @@ icon = 'icons/antagonists/cult/items/clothing.dmi' default_worn_icon = 'icons/antagonists/cult/on_mob/clothing.dmi' icon_state = "culthood" - body_parts_covered = HEAD + body_cover_flags = HEAD cold_protection = HEAD /datum/gear/seasonal/masquarade/cult/sword @@ -512,7 +512,7 @@ default_worn_icon = 'icons/antagonists/heretic/on_mob/clothing.dmi' icon_state = "eldritch_armor" hoodtype = /obj/item/clothing/head/hood/fake_heretic - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/head/hood/fake_heretic @@ -520,7 +520,7 @@ icon = 'icons/antagonists/heretic/items/clothing.dmi' default_worn_icon = 'icons/antagonists/heretic/on_mob/clothing.dmi' icon_state = "eldritch_armor_hood" - body_parts_covered = HEAD + body_cover_flags = HEAD cold_protection = HEAD /datum/gear/seasonal/masquarade/heretic/void_cloak @@ -533,7 +533,7 @@ default_worn_icon = 'icons/antagonists/heretic/on_mob/clothing.dmi' icon_state = "void_cloak" hoodtype = /obj/item/clothing/head/hood/fake_void - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/head/hood/fake_void @@ -541,7 +541,7 @@ icon = 'icons/antagonists/heretic/items/clothing.dmi' default_worn_icon = 'icons/antagonists/heretic/on_mob/clothing.dmi' icon_state = "void_cloak_hood" - body_parts_covered = HEAD|EYES + body_cover_flags = HEAD|EYES clothing_flags = ALLOWINTERNALS cold_protection = HEAD diff --git a/code/modules/hydroponics/seed.dm b/code/modules/hydroponics/seed.dm index abdd05ae6b1..2e61d6f5a71 100644 --- a/code/modules/hydroponics/seed.dm +++ b/code/modules/hydroponics/seed.dm @@ -157,7 +157,7 @@ if(target.is_holding(clothes)) return if(clothes.clothing_flags & THICKMATERIAL) - body_coverage &= ~(clothes.body_parts_covered) + body_coverage &= ~(clothes.body_cover_flags) if(!body_coverage) return @@ -192,7 +192,7 @@ for(var/obj/item/clothing/clothes in M) if(M.is_holding(clothes)) return - body_coverage &= ~(clothes.body_parts_covered) + body_coverage &= ~(clothes.body_cover_flags) if(!body_coverage) continue var/datum/reagents/R = M.reagents diff --git a/code/modules/mob/grab.dm b/code/modules/mob/grab.dm index a30d10c5c51..bfbc73e5884 100644 --- a/code/modules/mob/grab.dm +++ b/code/modules/mob/grab.dm @@ -518,7 +518,7 @@ to_chat(attacker, "You require a better grab to do this.") return for(var/obj/item/protection in list(target.head, target.wear_mask, target.glasses)) - if(protection && (protection.body_parts_covered & EYES)) + if(protection && (protection.body_cover_flags & EYES)) to_chat(attacker, "You're going to need to remove the eye covering first.") return if(!target.has_eyes()) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 07ff4c6a422..b1adfcfae65 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -318,13 +318,13 @@ /mob/living/carbon/check_obscured_slots() // if(slot) - // if(head.flags_inv & HIDEMASK) + // if(head.inv_hide_flags & HIDEMASK) // LAZYOR(., SLOT_MASK) - // if(head.flags_inv & HIDEEYES) + // if(head.inv_hide_flags & HIDEEYES) // LAZYOR(., SLOT_EYES) - // if(head.flags_inv & HIDEEARS) + // if(head.inv_hide_flags & HIDEEARS) // LAZYOR(., SLOT_EARS) if(wear_mask) - if(wear_mask.flags_inv & HIDEEYES) + if(wear_mask.inv_hide_flags & HIDEEYES) LAZYOR(., SLOT_EYES) diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index 7a76406de59..a693a0084aa 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -110,7 +110,7 @@ var/damage_mod = 1 //presumably, if they are wearing a helmet that stops pressure effects, then it probably covers the throat as well var/obj/item/clothing/head/helmet = item_by_slot(SLOT_ID_HEAD) - if(istype(helmet) && (helmet.body_parts_covered & HEAD) && (helmet.min_pressure_protection != null)) // Both min- and max_pressure_protection must be set for it to function at all, so we can just check that one is set. + if(istype(helmet) && (helmet.body_cover_flags & HEAD) && (helmet.min_pressure_protection != null)) // Both min- and max_pressure_protection must be set for it to function at all, so we can just check that one is set. //we don't do an armor_check here because this is not an impact effect like a weapon swung with momentum, that either penetrates or glances off. damage_mod = 1.0 - (helmet.armor["melee"]/100) diff --git a/code/modules/mob/living/carbon/cpr.dm b/code/modules/mob/living/carbon/cpr.dm index 10c46d9dc86..bd1902927ef 100644 --- a/code/modules/mob/living/carbon/cpr.dm +++ b/code/modules/mob/living/carbon/cpr.dm @@ -27,7 +27,7 @@ SLOT_ID_HEAD, SLOT_ID_MASK )) - if(!(in_the_way.body_parts_covered & FACE)) + if(!(in_the_way.body_cover_flags & FACE)) continue to_chat(user, SPAN_WARNING("[src]'s [in_the_way] is in the way!")) return @@ -35,7 +35,7 @@ SLOT_ID_HEAD, SLOT_ID_MASK )) - if(!(in_the_way.body_parts_covered & FACE)) + if(!(in_the_way.body_cover_flags & FACE)) continue to_chat(user, SPAN_WARNING("Your [in_the_way] is in the way!")) return diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index a2d1f801a5e..772fa214929 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -9,55 +9,55 @@ //exosuits and helmets obscure our view and stuff. if(wear_suit) - if(wear_suit.flags_inv & HIDESUITSTORAGE) + if(wear_suit.inv_hide_flags & HIDESUITSTORAGE) skip_gear |= EXAMINE_SKIPSUITSTORAGE - if(wear_suit.flags_inv & HIDEJUMPSUIT) + if(wear_suit.inv_hide_flags & HIDEJUMPSUIT) skip_body |= EXAMINE_SKIPARMS | EXAMINE_SKIPLEGS | EXAMINE_SKIPBODY | EXAMINE_SKIPGROIN skip_gear |= EXAMINE_SKIPJUMPSUIT | EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER - else if(wear_suit.flags_inv & HIDETIE) + else if(wear_suit.inv_hide_flags & HIDETIE) skip_gear |= EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER - else if(wear_suit.flags_inv & HIDEHOLSTER) + else if(wear_suit.inv_hide_flags & HIDEHOLSTER) skip_gear |= EXAMINE_SKIPHOLSTER - if(wear_suit.flags_inv & HIDESHOES) + if(wear_suit.inv_hide_flags & HIDESHOES) skip_gear |= EXAMINE_SKIPSHOES skip_body |= EXAMINE_SKIPFEET - if(wear_suit.flags_inv & HIDEGLOVES) + if(wear_suit.inv_hide_flags & HIDEGLOVES) skip_gear |= EXAMINE_SKIPGLOVES skip_body |= EXAMINE_SKIPHANDS if(w_uniform) - if(w_uniform.body_parts_covered & LEGS) + if(w_uniform.body_cover_flags & LEGS) skip_body |= EXAMINE_SKIPLEGS - if(w_uniform.body_parts_covered & ARMS) + if(w_uniform.body_cover_flags & ARMS) skip_body |= EXAMINE_SKIPARMS - if(w_uniform.body_parts_covered & UPPER_TORSO) + if(w_uniform.body_cover_flags & UPPER_TORSO) skip_body |= EXAMINE_SKIPBODY - if(w_uniform.body_parts_covered & LOWER_TORSO) + if(w_uniform.body_cover_flags & LOWER_TORSO) skip_body |= EXAMINE_SKIPGROIN - if(gloves && (gloves.body_parts_covered & HANDS)) + if(gloves && (gloves.body_cover_flags & HANDS)) skip_body |= EXAMINE_SKIPHANDS - if(shoes && (shoes.body_parts_covered & FEET)) + if(shoes && (shoes.body_cover_flags & FEET)) skip_body |= EXAMINE_SKIPFEET if(head) - if(head.flags_inv & HIDEMASK) + if(head.inv_hide_flags & HIDEMASK) skip_gear |= EXAMINE_SKIPMASK - if(head.flags_inv & HIDEEYES) + if(head.inv_hide_flags & HIDEEYES) skip_gear |= EXAMINE_SKIPEYEWEAR skip_body |= EXAMINE_SKIPEYES - if(head.flags_inv & HIDEEARS) + if(head.inv_hide_flags & HIDEEARS) skip_gear |= EXAMINE_SKIPEARS - if(head.flags_inv & HIDEFACE) + if(head.inv_hide_flags & HIDEFACE) skip_body |= EXAMINE_SKIPFACE - if(wear_mask && (wear_mask.flags_inv & HIDEFACE)) + if(wear_mask && (wear_mask.inv_hide_flags & HIDEFACE)) skip_body |= EXAMINE_SKIPFACE //This is what hides what @@ -77,7 +77,7 @@ . = list() - var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE)) + var/skipface = (wear_mask && (wear_mask.inv_hide_flags & HIDEFACE)) || (head && (head.inv_hide_flags & HIDEFACE)) var/datum/gender/T = GLOB.gender_datums[get_visible_gender()] diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 4db13338181..82f46e0e817 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -265,9 +265,9 @@ //repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere /mob/living/carbon/human/proc/get_visible_name() - if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible + if( wear_mask && (wear_mask.inv_hide_flags&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible return get_id_name("Unknown") - if( head && (head.flags_inv&HIDEFACE) ) + if( head && (head.inv_hide_flags&HIDEFACE) ) return get_id_name("Unknown") //Likewise for hats var/face_name = get_face_name() var/id_name = get_id_name("") @@ -881,7 +881,7 @@ reset_perspective() /mob/living/carbon/human/get_visible_gender() - if(wear_suit && wear_suit.flags_inv & HIDEJUMPSUIT && ((head && head.flags_inv & HIDEMASK) || wear_mask)) + if(wear_suit && wear_suit.inv_hide_flags & HIDEJUMPSUIT && ((head && head.inv_hide_flags & HIDEMASK) || wear_mask)) return PLURAL //plural is the gender-neutral default if(species) if(species.ambiguous_genders) @@ -1330,21 +1330,21 @@ var/feet_exposed = 1 for(var/obj/item/clothing/C in equipment) - if(C.body_parts_covered & HEAD) + if(C.body_cover_flags & HEAD) head_exposed = 0 - if(C.body_parts_covered & FACE) + if(C.body_cover_flags & FACE) face_exposed = 0 - if(C.body_parts_covered & EYES) + if(C.body_cover_flags & EYES) eyes_exposed = 0 - if(C.body_parts_covered & UPPER_TORSO) + if(C.body_cover_flags & UPPER_TORSO) torso_exposed = 0 - if(C.body_parts_covered & ARMS) + if(C.body_cover_flags & ARMS) arms_exposed = 0 - if(C.body_parts_covered & HANDS) + if(C.body_cover_flags & HANDS) hands_exposed = 0 - if(C.body_parts_covered & LEGS) + if(C.body_cover_flags & LEGS) legs_exposed = 0 - if(C.body_parts_covered & FEET) + if(C.body_cover_flags & FEET) feet_exposed = 0 flavor_text = "" @@ -1390,7 +1390,7 @@ var/list/equipment = list(src.w_uniform,src.wear_suit,src.shoes) var/footcoverage_check = FALSE for(var/obj/item/clothing/C in equipment) - if(C.body_parts_covered & FEET) + if(C.body_cover_flags & FEET) footcoverage_check = TRUE break if((species.species_flags & NO_SLIP && !footcoverage_check) || (shoes && (shoes.clothing_flags & NOSLIP))) //Footwear negates a species' natural traction. @@ -1656,11 +1656,11 @@ /mob/living/carbon/human/check_obscured_slots() . = ..() if(wear_suit) - if(wear_suit.flags_inv & HIDEGLOVES) + if(wear_suit.inv_hide_flags & HIDEGLOVES) LAZYOR(., SLOT_GLOVES) - if(wear_suit.flags_inv & HIDEJUMPSUIT) + if(wear_suit.inv_hide_flags & HIDEJUMPSUIT) LAZYOR(., SLOT_ICLOTHING) - if(wear_suit.flags_inv & HIDESHOES) + if(wear_suit.inv_hide_flags & HIDESHOES) LAZYOR(., SLOT_FEET) //! Pixel Offsets diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 8604c6766e3..5d5f12ec836 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -128,7 +128,7 @@ emp_act var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking? for(var/obj/item/clothing/C in clothing_items) - if(istype(C) && (C.body_parts_covered & def_zone.body_part)) // Is that body part being targeted covered? + if(istype(C) && (C.body_cover_flags & def_zone.body_part)) // Is that body part being targeted covered? siemens_coefficient *= C.siemens_coefficient return siemens_coefficient @@ -159,7 +159,7 @@ emp_act var/list/results = list() var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) for(var/obj/item/clothing/C in clothing_items) - if(istype(C) && (C.body_parts_covered & def_zone.body_part)) + if(istype(C) && (C.body_cover_flags & def_zone.body_part)) results.Add(C) return results @@ -195,7 +195,7 @@ emp_act var/obj/item/organ/external/H = organs_by_name[BP_HEAD] var/list/protective_gear = H.get_covering_clothing(FACE) for(var/obj/item/gear in protective_gear) - if(istype(gear) && (gear.body_parts_covered & FACE) && !(gear.clothing_flags & FLEXIBLEMATERIAL)) + if(istype(gear) && (gear.body_cover_flags & FACE) && !(gear.clothing_flags & FLEXIBLEMATERIAL)) return gear return null @@ -203,7 +203,7 @@ emp_act var/obj/item/organ/external/H = organs_by_name[BP_HEAD] var/list/protective_gear = H.get_covering_clothing(FACE) for(var/obj/item/gear in protective_gear) - if(istype(gear) && (gear.body_parts_covered & FACE) && !(gear.clothing_flags & FLEXIBLEMATERIAL) && !(gear.clothing_flags & ALLOW_SURVIVALFOOD)) + if(istype(gear) && (gear.body_cover_flags & FACE) && !(gear.clothing_flags & FLEXIBLEMATERIAL) && !(gear.clothing_flags & ALLOW_SURVIVALFOOD)) return gear return null @@ -542,21 +542,21 @@ emp_act ) for(var/obj/item/clothing/C in src.get_equipped_items()) - if(C.permeability_coefficient == 1 || !C.body_parts_covered) + if(C.permeability_coefficient == 1 || !C.body_cover_flags) continue - if(C.body_parts_covered & HEAD) + if(C.body_cover_flags & HEAD) perm_by_part["head"] *= C.permeability_coefficient - if(C.body_parts_covered & UPPER_TORSO) + if(C.body_cover_flags & UPPER_TORSO) perm_by_part["upper_torso"] *= C.permeability_coefficient - if(C.body_parts_covered & LOWER_TORSO) + if(C.body_cover_flags & LOWER_TORSO) perm_by_part["lower_torso"] *= C.permeability_coefficient - if(C.body_parts_covered & LEGS) + if(C.body_cover_flags & LEGS) perm_by_part["legs"] *= C.permeability_coefficient - if(C.body_parts_covered & FEET) + if(C.body_cover_flags & FEET) perm_by_part["feet"] *= C.permeability_coefficient - if(C.body_parts_covered & ARMS) + if(C.body_cover_flags & ARMS) perm_by_part["arms"] *= C.permeability_coefficient - if(C.body_parts_covered & HANDS) + if(C.body_cover_flags & HANDS) perm_by_part["hands"] *= C.permeability_coefficient for(var/part in perm_by_part) diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index 14337700a6c..447ad02f403 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -35,19 +35,19 @@ /mob/living/carbon/human/proc/get_coverage() var/list/coverage = list() for(var/obj/item/clothing/C in get_equipped_items()) - if(C.body_parts_covered & HEAD) + if(C.body_cover_flags & HEAD) coverage += list(organs_by_name[BP_HEAD]) - if(C.body_parts_covered & UPPER_TORSO) + if(C.body_cover_flags & UPPER_TORSO) coverage += list(organs_by_name[BP_TORSO]) - if(C.body_parts_covered & LOWER_TORSO) + if(C.body_cover_flags & LOWER_TORSO) coverage += list(organs_by_name[BP_GROIN]) - if(C.body_parts_covered & LEGS) + if(C.body_cover_flags & LEGS) coverage += list(organs_by_name[BP_L_LEG], organs_by_name[BP_R_LEG]) - if(C.body_parts_covered & ARMS) + if(C.body_cover_flags & ARMS) coverage += list(organs_by_name[BP_R_ARM], organs_by_name[BP_L_ARM]) - if(C.body_parts_covered & FEET) + if(C.body_cover_flags & FEET) coverage += list(organs_by_name[BP_L_FOOT], organs_by_name[BP_R_FOOT]) - if(C.body_parts_covered & HANDS) + if(C.body_cover_flags & HANDS) coverage += list(organs_by_name[BP_L_HAND], organs_by_name[BP_R_HAND]) return coverage @@ -126,14 +126,14 @@ var/obj/item/organ/external/H = organs_by_name[BP_HEAD] // Look at their head. - if(!head || !(head && (head.flags_inv & HIDEFACE))) + if(!head || !(head && (head.inv_hide_flags & HIDEFACE))) // Exactly robotic, not higher as lifelike is higher. if(H && H.robotic == ORGAN_ROBOT) return TRUE // Look at their torso. - if(!wear_suit || (wear_suit && !(wear_suit.flags_inv & HIDEJUMPSUIT))) - if(!w_uniform || (w_uniform && !(w_uniform.body_parts_covered & UPPER_TORSO))) + if(!wear_suit || (wear_suit && !(wear_suit.inv_hide_flags & HIDEJUMPSUIT))) + if(!w_uniform || (w_uniform && !(w_uniform.body_cover_flags & UPPER_TORSO))) if(T && T.robotic == ORGAN_ROBOT) return TRUE diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm index 4b1aa338b4a..8e5957ed65a 100644 --- a/code/modules/mob/living/carbon/human/inventory.dm +++ b/code/modules/mob/living/carbon/human/inventory.dm @@ -204,7 +204,7 @@ if(!covering) return - if(!(covering.body_parts_covered & (I.body_parts_covered | extra_flags))) + if(!(covering.body_cover_flags & (I.body_cover_flags | extra_flags))) return return covering diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 74447e770da..6fc850c9ca5 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -981,7 +981,7 @@ // This is hacky, I'm so sorry. if(I != l_hand && I != r_hand) //If the item isn't in your hands, you're probably wearing it. Full damage for you. total_phoronloss += loss_per_part - else if((I == l_hand | I == r_hand) && !((src.wear_suit.body_parts_covered & HANDS) | src.gloves | (src.w_uniform.body_parts_covered & HANDS))) //If the item is in your hands, but you're wearing protection, you might be alright. + else if((I == l_hand | I == r_hand) && !((src.wear_suit.body_cover_flags & HANDS) | src.gloves | (src.w_uniform.body_cover_flags & HANDS))) //If the item is in your hands, but you're wearing protection, you might be alright. //If you hold it in hand, and your hands arent covered by anything total_phoronloss += loss_per_part if(total_phoronloss) @@ -1124,7 +1124,7 @@ //Check rig first because it's two-check and other checks will override it. if(istype(back,/obj/item/rig)) var/obj/item/rig/O = back - if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES)) + if(O.helmet && O.helmet == head && (O.helmet.body_cover_flags & EYES)) if((!O.is_online() && O.offline_vision_restriction == 2) || (O.is_online() && O.vision_restriction == 2)) blinded = 1 @@ -1478,7 +1478,7 @@ found_welder = 1 if(!found_welder && istype(back, /obj/item/rig)) var/obj/item/rig/O = back - if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES)) + if(O.helmet && O.helmet == head && (O.helmet.body_cover_flags & EYES)) if((!O.is_online() && O.offline_vision_restriction == 1) || (O.is_online() && O.vision_restriction == 1)) found_welder = 1 if(absorbed) found_welder = 1 diff --git a/code/modules/mob/living/carbon/human/traits/weaver_objs.dm b/code/modules/mob/living/carbon/human/traits/weaver_objs.dm index 536d6878564..531754f5cee 100644 --- a/code/modules/mob/living/carbon/human/traits/weaver_objs.dm +++ b/code/modules/mob/living/carbon/human/traits/weaver_objs.dm @@ -129,6 +129,6 @@ var/global/list/weavable_items = list() desc = "A webbed cocoon that completely restrains the wearer." icon_state = "web_bindings" item_state = "web_bindings_mob" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 716f5e79d2d..0b653615d95 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -385,7 +385,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) return //masks and helmets can obscure our hair. - if( (head && (head.flags_inv & BLOCKHAIR)) || (wear_mask && (wear_mask.flags_inv & BLOCKHAIR))) + if( (head && (head.inv_hide_flags & BLOCKHAIR)) || (wear_mask && (wear_mask.inv_hide_flags & BLOCKHAIR))) return //base icons @@ -402,7 +402,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) if(h_style) var/datum/sprite_accessory/hair/hair_style = GLOB.legacy_hair_lookup[h_style] - if(head && (head.flags_inv & BLOCKHEADHAIR)) + if(head && (head.inv_hide_flags & BLOCKHEADHAIR)) if(!(hair_style.hair_flags & HAIR_VERY_SHORT)) hair_style = GLOB.legacy_hair_lookup["Short Hair"] @@ -468,7 +468,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) return //Our glowy eyes should be hidden if some equipment hides them. - if(!should_have_organ(O_EYES) || (head && (head.flags_inv & BLOCKHAIR)) || (wear_mask && (wear_mask.flags_inv & BLOCKHAIR))) + if(!should_have_organ(O_EYES) || (head && (head.inv_hide_flags & BLOCKHAIR)) || (wear_mask && (wear_mask.inv_hide_flags & BLOCKHAIR))) return //Get the head, we'll need it later. @@ -577,14 +577,14 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) if(!w_uniform) return - if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT) && !istype(wear_suit, /obj/item/clothing/suit/space/rig)) + if(wear_suit && (wear_suit.inv_hide_flags & HIDEJUMPSUIT) && !istype(wear_suit, /obj/item/clothing/suit/space/rig)) return //Wearing a suit that prevents uniform rendering //Build a uniform sprite var/icon/c_mask = tail_style?.clip_mask if(c_mask) var/obj/item/clothing/suit/S = wear_suit - if((wear_suit?.flags_inv & HIDETAIL) || (istype(S) && S.taurized)) // Reasons to not mask: 1. If you're wearing a suit that hides the tail or if you're wearing a taurized suit. + if((wear_suit?.inv_hide_flags & HIDETAIL) || (istype(S) && S.taurized)) // Reasons to not mask: 1. If you're wearing a suit that hides the tail or if you're wearing a taurized suit. c_mask = null var/list/MA_or_list = w_uniform.render_mob_appearance(src, SLOT_ID_UNIFORM, species.get_effective_bodytype(src, w_uniform, SLOT_ID_UNIFORM)) @@ -648,7 +648,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) remove_layer(EARS_LAYER) - if((head && head.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR)) || (wear_mask && wear_mask.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR))) + if((head && head.inv_hide_flags & (BLOCKHAIR | BLOCKHEADHAIR)) || (wear_mask && wear_mask.inv_hide_flags & (BLOCKHAIR | BLOCKHEADHAIR))) return //Ears are blocked (by hair being blocked, overloaded) if(!l_ear && !r_ear) @@ -671,7 +671,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) remove_layer(SHOES_LAYER) remove_layer(SHOES_LAYER_ALT) //Dumb alternate layer for shoes being under the uniform. - if(!shoes || (wear_suit && wear_suit.flags_inv & HIDESHOES) || (w_uniform && w_uniform.flags_inv & HIDESHOES)) + if(!shoes || (wear_suit && wear_suit.inv_hide_flags & HIDESHOES) || (w_uniform && w_uniform.inv_hide_flags & HIDESHOES)) return //Either nothing to draw, or it'd be hidden. for(var/f in list(BP_L_FOOT, BP_R_FOOT)) @@ -787,7 +787,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) remove_layer(FACEMASK_LAYER) - if(!wear_mask || (head && head.flags_inv & HIDEMASK)) + if(!wear_mask || (head && head.inv_hide_flags & HIDEMASK)) return //Why bother, nothing in mask slot. overlays_standing[FACEMASK_LAYER] = wear_mask.render_mob_appearance(src, SLOT_ID_MASK, species.get_effective_bodytype(src, wear_mask, SLOT_ID_MASK)) @@ -912,7 +912,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) var/species_tail = species.get_tail(src) // Species tail icon_state prefix. //This one is actually not that bad I guess. - if(species_tail && !(wear_suit && wear_suit.flags_inv & HIDETAIL)) + if(species_tail && !(wear_suit && wear_suit.inv_hide_flags & HIDETAIL)) var/icon/tail_s = get_tail_icon() overlays_standing[used_tail_layer] = image(icon = tail_s, icon_state = "[species_tail]_s", layer = BODY_LAYER+used_tail_layer) animate_tail_reset() @@ -1148,7 +1148,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) return image(wing_s) //If you have custom wings selected - if(wing_style && (!(wear_suit && wear_suit.flags_inv & HIDETAIL) || !wing_style.clothing_can_hide)) + if(wing_style && (!(wear_suit && wear_suit.inv_hide_flags & HIDETAIL) || !wing_style.clothing_can_hide)) var/icon/wing_s = new/icon("icon" = wing_style.icon, "icon_state" = flapping && wing_style.ani_state ? wing_style.ani_state : (wing_style.front_behind_system? (wing_style.icon_state + (front? "_FRONT" : "_BEHIND")) : wing_style.icon_state)) if(wing_style.do_colouration) if(grad_wingstyle) diff --git a/code/modules/organs/external/_external.dm b/code/modules/organs/external/_external.dm index e7d7405f9a4..ab59421fc2b 100644 --- a/code/modules/organs/external/_external.dm +++ b/code/modules/organs/external/_external.dm @@ -1329,11 +1329,11 @@ Note that amputating the affected organ does in fact remove the infection from t if(owner) var/list/protective_gear = list(owner.head, owner.wear_mask, owner.wear_suit, owner.w_uniform, owner.gloves, owner.shoes, owner.glasses) for(var/obj/item/clothing/gear in protective_gear) - if(gear.body_parts_covered & target_covering) + if(gear.body_cover_flags & target_covering) covering_clothing |= gear if(LAZYLEN(gear.accessories)) for(var/obj/item/clothing/accessory/bling in gear.accessories) - if(bling.body_parts_covered & src.body_part) + if(bling.body_cover_flags & src.body_part) covering_clothing |= bling return covering_clothing diff --git a/code/modules/organs/external/_external_icons.dm b/code/modules/organs/external/_external_icons.dm index ee15c69bacb..4358a54f8d3 100644 --- a/code/modules/organs/external/_external_icons.dm +++ b/code/modules/organs/external/_external_icons.dm @@ -130,7 +130,7 @@ GLOBAL_LIST_EMPTY(limb_icon_cache) if(owner.h_style) var/style = owner.h_style var/datum/sprite_accessory/hair/hair_style = GLOB.legacy_hair_lookup[style] - if(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)) + if(owner.head && (owner.head.inv_hide_flags & BLOCKHEADHAIR)) if(!(hair_style.hair_flags & HAIR_VERY_SHORT)) hair_style = GLOB.legacy_hair_lookup["Short Hair"] if(hair_style && (!hair_style.apply_restrictions || (species.get_bodytype_legacy(owner) in hair_style.species_allowed))) diff --git a/code/modules/organs/external/standard_vr.dm b/code/modules/organs/external/standard_vr.dm index 33ad5c1ddaf..cf532385807 100644 --- a/code/modules/organs/external/standard_vr.dm +++ b/code/modules/organs/external/standard_vr.dm @@ -42,7 +42,7 @@ facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD) overlays_to_add.Add(image(facial_s, "pixel_y" = head_offset)) - if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR))) + if(owner.h_style && !(owner.head && (owner.head.inv_hide_flags & BLOCKHEADHAIR))) var/datum/sprite_accessory/hair_style = GLOB.legacy_hair_lookup[owner.h_style] if(hair_style && (!hair_style.apply_restrictions || (species.get_bodytype_legacy(owner) in hair_style.species_allowed))) var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") diff --git a/code/modules/paperwork/paper/paper.dm b/code/modules/paperwork/paper/paper.dm index c603a09a4ba..1d3ae49574d 100644 --- a/code/modules/paperwork/paper/paper.dm +++ b/code/modules/paperwork/paper/paper.dm @@ -31,7 +31,7 @@ layer = MOB_LAYER pressure_resistance = 1 slot_flags = SLOT_HEAD - body_parts_covered = HEAD + body_cover_flags = HEAD attack_verb = list("bapped") drop_sound = 'sound/items/drop/paper.ogg' pickup_sound = 'sound/items/pickup/paper.ogg' diff --git a/code/modules/paperwork/paperplane.dm b/code/modules/paperwork/paperplane.dm index a7c3dda53d2..36bd8efe1a2 100644 --- a/code/modules/paperwork/paperplane.dm +++ b/code/modules/paperwork/paperplane.dm @@ -89,7 +89,7 @@ return var/mob/living/carbon/human/H = hit_atom if(prob(2)) - if((H.head && H.head.body_parts_covered & EYES) || (H.wear_mask && H.wear_mask.body_parts_covered & EYES) || (H.glasses && H.glasses.body_parts_covered & EYES)) + if((H.head && H.head.body_cover_flags & EYES) || (H.wear_mask && H.wear_mask.body_cover_flags & EYES) || (H.glasses && H.glasses.body_cover_flags & EYES)) return visible_message("\The [src] hits [H] in the eye!") H.eye_blurry += 10 diff --git a/code/modules/paperwork/photocopier.dm b/code/modules/paperwork/photocopier.dm index 51625aa9615..e88b05e7b2a 100644 --- a/code/modules/paperwork/photocopier.dm +++ b/code/modules/paperwork/photocopier.dm @@ -377,7 +377,7 @@ for(var/obj/item/clothing/C in M) if(M.is_holding(C)) continue - if((C.body_parts_covered & LOWER_TORSO) && !istype(C,/obj/item/clothing/under/permit)) + if((C.body_cover_flags & LOWER_TORSO) && !istype(C,/obj/item/clothing/under/permit)) to_chat(user, "One needs to not be wearing pants to photocopy one's ass...") return FALSE return ..() diff --git a/code/modules/reagents/chemistry/reagents/Chemistry-Reagents-Food-Drinks.dm b/code/modules/reagents/chemistry/reagents/Chemistry-Reagents-Food-Drinks.dm index 1e66f91e2f4..a2355327f3e 100644 --- a/code/modules/reagents/chemistry/reagents/Chemistry-Reagents-Food-Drinks.dm +++ b/code/modules/reagents/chemistry/reagents/Chemistry-Reagents-Food-Drinks.dm @@ -571,39 +571,39 @@ End Citadel Change */ eyes_covered = TRUE safe_thing = "Lack of eyes" if(H.head) - if(H.head.body_parts_covered & EYES) + if(H.head.body_cover_flags & EYES) eyes_covered = 1 safe_thing = H.head - if((H.head.body_parts_covered & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) + if((H.head.body_cover_flags & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) mouth_covered = 1 safe_thing = H.head if(H.wear_mask) - if(!eyes_covered && H.wear_mask.body_parts_covered & EYES) + if(!eyes_covered && H.wear_mask.body_cover_flags & EYES) eyes_covered = 1 safe_thing = H.wear_mask - if(!mouth_covered && (H.wear_mask.body_parts_covered & FACE) && !(H.wear_mask.clothing_flags & FLEXIBLEMATERIAL)) + if(!mouth_covered && (H.wear_mask.body_cover_flags & FACE) && !(H.wear_mask.clothing_flags & FLEXIBLEMATERIAL)) mouth_covered = 1 safe_thing = H.wear_mask - if(H.glasses && H.glasses.body_parts_covered & EYES) + if(H.glasses && H.glasses.body_cover_flags & EYES) if(!eyes_covered) eyes_covered = 1 if(!safe_thing) safe_thing = H.glasses if(alien == IS_SLIME) for(var/obj/item/clothing/C in H.get_equipped_items()) - if(C.body_parts_covered & HEAD) + if(C.body_cover_flags & HEAD) head_covered = 1 - if(C.body_parts_covered & UPPER_TORSO) + if(C.body_cover_flags & UPPER_TORSO) chest_covered = 1 - if(C.body_parts_covered & LOWER_TORSO) + if(C.body_cover_flags & LOWER_TORSO) groin_covered = 1 - if(C.body_parts_covered & LEGS) + if(C.body_cover_flags & LEGS) legs_covered = 1 - if(C.body_parts_covered & ARMS) + if(C.body_cover_flags & ARMS) arms_covered = 1 - if(C.body_parts_covered & HANDS) + if(C.body_cover_flags & HANDS) hands_covered = 1 - if(C.body_parts_covered & FEET) + if(C.body_cover_flags & FEET) feet_covered = 1 if(head_covered && chest_covered && groin_covered && legs_covered && arms_covered && hands_covered && feet_covered) break diff --git a/code/modules/reagents/reagent_containers/dropper.dm b/code/modules/reagents/reagent_containers/dropper.dm index 06304ec84cd..ffddea7d547 100644 --- a/code/modules/reagents/reagent_containers/dropper.dm +++ b/code/modules/reagents/reagent_containers/dropper.dm @@ -50,10 +50,10 @@ var/obj/item/safe_thing = null if(victim.wear_mask) - if (victim.wear_mask.body_parts_covered & EYES) + if (victim.wear_mask.body_cover_flags & EYES) safe_thing = victim.wear_mask if(victim.head) - if (victim.head.body_parts_covered & EYES) + if (victim.head.body_cover_flags & EYES) safe_thing = victim.head if(victim.glasses) if (!safe_thing) diff --git a/code/modules/rigsuits/rig_pieces.dm b/code/modules/rigsuits/rig_pieces.dm index 8ea80e91e22..cfbaf2579c3 100644 --- a/code/modules/rigsuits/rig_pieces.dm +++ b/code/modules/rigsuits/rig_pieces.dm @@ -6,8 +6,8 @@ name = "helmet" atom_flags = PHORONGUARD clothing_flags = THICKMATERIAL | ALLOW_SURVIVALFOOD | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB | ALLOWINTERNALS - flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR - body_parts_covered = HEAD|FACE|EYES + inv_hide_flags = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR + body_cover_flags = HEAD|FACE|EYES heat_protection = HEAD|FACE|EYES cold_protection = HEAD|FACE|EYES brightness_on = 4 @@ -46,7 +46,7 @@ name = "gauntlets" clothing_flags = THICKMATERIAL | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB atom_flags = PHORONGUARD - body_parts_covered = HANDS + body_cover_flags = HANDS heat_protection = HANDS cold_protection = HANDS @@ -80,7 +80,7 @@ name = "boots" atom_flags = PHORONGUARD clothing_flags = EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB - body_parts_covered = FEET + body_cover_flags = FEET cold_protection = FEET heat_protection = FEET @@ -118,11 +118,11 @@ allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit) //Flags - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS clothing_flags = THICKMATERIAL | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS atom_flags = PHORONGUARD - flags_inv = HIDEJUMPSUIT|HIDETAIL + inv_hide_flags = HIDEJUMPSUIT|HIDETAIL heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS slowdown = NONE @@ -217,17 +217,17 @@ name = "mask" clothing_flags = THICKMATERIAL | ALLOWINTERNALS | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB atom_flags = PHORONGUARD - body_parts_covered = HEAD|FACE|EYES + body_cover_flags = HEAD|FACE|EYES heat_protection = HEAD|FACE|EYES cold_protection = HEAD|FACE|EYES /obj/item/clothing/suit/lightrig name = "suit" allowed = list(/obj/item/flashlight) - flags_inv = HIDEJUMPSUIT + inv_hide_flags = HIDEJUMPSUIT clothing_flags = THICKMATERIAL | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB atom_flags = PHORONGUARD - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS @@ -236,7 +236,7 @@ atom_flags = PHORONGUARD clothing_flags = EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB species_restricted = null - body_parts_covered = FEET + body_cover_flags = FEET cold_protection = FEET heat_protection = FEET @@ -245,6 +245,6 @@ clothing_flags = THICKMATERIAL | EQUIP_IGNORE_BELTLINK | EQUIP_IGNORE_DELIMB atom_flags = PHORONGUARD species_restricted = null - body_parts_covered = HANDS + body_cover_flags = HANDS heat_protection = HANDS cold_protection = HANDS diff --git a/code/modules/rigsuits/suits/alien.dm b/code/modules/rigsuits/suits/alien.dm index 90cfa8b65d8..f9ac8ed6efd 100644 --- a/code/modules/rigsuits/suits/alien.dm +++ b/code/modules/rigsuits/suits/alien.dm @@ -62,7 +62,7 @@ /obj/item/clothing/head/helmet/space/rig/vox species_restricted = list(SPECIES_VOX) - flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE + inv_hide_flags = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE /obj/item/clothing/shoes/magboots/rig/vox name = "talons" diff --git a/code/modules/rigsuits/suits/light.dm b/code/modules/rigsuits/suits/light.dm index b1864588ff2..dd581c58f27 100644 --- a/code/modules/rigsuits/suits/light.dm +++ b/code/modules/rigsuits/suits/light.dm @@ -62,7 +62,7 @@ /obj/item/clothing/head/helmet/space/rig/light/hacker name = "headgear" siemens_coefficient = 0.4 - flags_inv = HIDEEARS + inv_hide_flags = HIDEEARS /obj/item/clothing/suit/space/rig/light/hacker siemens_coefficient = 0.4 diff --git a/code/modules/species/species.dm b/code/modules/species/species.dm index a2ef4fdea39..e9b29ef4db6 100644 --- a/code/modules/species/species.dm +++ b/code/modules/species/species.dm @@ -789,7 +789,7 @@ GLOBAL_LIST_INIT(species_oxygen_tank_by_gas, list( // Impliments different trails for species depending on if they're wearing shoes. /datum/species/proc/get_move_trail(var/mob/living/carbon/human/H) - if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) ) + if( H.shoes || ( H.wear_suit && (H.wear_suit.body_cover_flags & FEET) ) ) return /obj/effect/debris/cleanable/blood/tracks/footprints else return move_trail diff --git a/code/modules/species/species_getters.dm b/code/modules/species/species_getters.dm index d23a910321a..fec59dd8c1b 100644 --- a/code/modules/species/species_getters.dm +++ b/code/modules/species/species_getters.dm @@ -152,7 +152,7 @@ for(var/obj/item/clothing/clothes in H) if(H.is_holding(clothes)) continue - if((clothes.body_parts_covered & UPPER_TORSO) && (clothes.body_parts_covered & LOWER_TORSO)) + if((clothes.body_cover_flags & UPPER_TORSO) && (clothes.body_cover_flags & LOWER_TORSO)) covered = 1 break diff --git a/code/modules/species/xenomorphs/alien_facehugger.dm b/code/modules/species/xenomorphs/alien_facehugger.dm index 9360b78e258..1c4e9559417 100644 --- a/code/modules/species/xenomorphs/alien_facehugger.dm +++ b/code/modules/species/xenomorphs/alien_facehugger.dm @@ -22,7 +22,7 @@ var/const/MAX_ACTIVE_TIME = 400 icon_state = "facehugger" item_state = "facehugger" w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4 - body_parts_covered = FACE|EYES + body_cover_flags = FACE|EYES throw_range = 5 var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case @@ -231,7 +231,7 @@ var/const/MAX_ACTIVE_TIME = 400 if(ishuman(C)) var/mob/living/carbon/human/H = C - if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) + if(H.head && (H.head.body_cover_flags & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) return 0 return 1 @@ -505,7 +505,7 @@ var/const/MAX_ACTIVE_TIME = 400 if(ishuman(C)) var/mob/living/carbon/human/H = C - if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) + if(H.head && (H.head.body_cover_flags & FACE) && !(H.head.clothing_flags & FLEXIBLEMATERIAL)) return 0 return 1 */ diff --git a/code/modules/spells/spellbook.dm b/code/modules/spells/spellbook.dm index 451f5a3d865..194c8f955f6 100644 --- a/code/modules/spells/spellbook.dm +++ b/code/modules/spells/spellbook.dm @@ -409,7 +409,7 @@ to_chat(user, "HOR-SIE HAS RISEN") var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead ADD_TRAIT(magichead, TRAIT_ITEM_NODROP, MAGIC_TRAIT) - magichead.flags_inv = null //so you can still see their face + magichead.inv_hide_flags = null //so you can still see their face magichead.voicechange = 1 //NEEEEIIGHH user.drop_item_to_ground(user.wear_mask, INV_OP_FORCE) user.equip_to_slot_or_del(magichead, SLOT_ID_MASK) diff --git a/code/modules/spells/targeted/equip/horsemask.dm b/code/modules/spells/targeted/equip/horsemask.dm index 00b837b91d4..562536eef79 100644 --- a/code/modules/spells/targeted/equip/horsemask.dm +++ b/code/modules/spells/targeted/equip/horsemask.dm @@ -34,6 +34,6 @@ new_item.unacidable = 1 if(istype(new_item, /obj/item/clothing/mask/horsehead)) var/obj/item/clothing/mask/horsehead/magichead = new_item - magichead.flags_inv = null //so you can still see their face + magichead.inv_hide_flags = null //so you can still see their face magichead.voicechange = 1 //NEEEEIIGHH return new_item diff --git a/code/modules/virus2/helpers.dm b/code/modules/virus2/helpers.dm index 2ff265fe62a..f7c596c3516 100644 --- a/code/modules/virus2/helpers.dm +++ b/code/modules/virus2/helpers.dm @@ -170,7 +170,7 @@ var/list/clothes = list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.gloves, H.shoes) for(var/obj/item/clothing/C in clothes) if(C && istype(C)) - if(C.body_parts_covered & select_area.body_part) + if(C.body_cover_flags & select_area.body_part) nudity = 0 if (nudity) for (var/ID in victim.virus2) diff --git a/code/modules/vore/appearance/spider_taur_powers_vr.dm b/code/modules/vore/appearance/spider_taur_powers_vr.dm index 55dd48f968c..8658fe6074b 100644 --- a/code/modules/vore/appearance/spider_taur_powers_vr.dm +++ b/code/modules/vore/appearance/spider_taur_powers_vr.dm @@ -16,8 +16,8 @@ desc = "A webbed cocoon that completely restrains the wearer." icon_state = "web_bindings" item_state = "web_bindings_mob" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL // todo: convert to new icon system ; tesh will be broken until then, too bad! diff --git a/code/modules/vore/appearance/update_icons_vr.dm b/code/modules/vore/appearance/update_icons_vr.dm index 4a0cd5801da..60f31dddd24 100644 --- a/code/modules/vore/appearance/update_icons_vr.dm +++ b/code/modules/vore/appearance/update_icons_vr.dm @@ -1,7 +1,7 @@ var/global/list/wing_icon_cache = list() /mob/living/carbon/human/proc/get_ears_overlay() - if(ear_style && !(head && (head.flags_inv & BLOCKHEADHAIR))) + if(ear_style && !(head && (head.inv_hide_flags & BLOCKHEADHAIR))) var/icon/ears_s = new/icon("icon" = ear_style.icon, "icon_state" = ear_style.icon_state) if(ear_style.do_colouration) ears_s.Blend(rgb(src.r_ears, src.g_ears, src.b_ears), ear_style.color_blend_mode) @@ -22,7 +22,7 @@ var/global/list/wing_icon_cache = list() return null /mob/living/carbon/human/proc/get_horns_overlay() - if(horn_style && !(head && (head.flags_inv & BLOCKHEADHAIR))) + if(horn_style && !(head && (head.inv_hide_flags & BLOCKHEADHAIR))) var/icon/horn_s = new/icon("icon" = horn_style.icon, "icon_state" = horn_style.icon_state) if(horn_style.do_colouration) horn_s.Blend(rgb(src.r_horn, src.g_horn, src.b_horn), horn_style.color_blend_mode) @@ -53,7 +53,7 @@ var/global/list/wing_icon_cache = list() return image(tail_s) //If you have a custom tail selected - if(tail_style && !(wear_suit && wear_suit.flags_inv & HIDETAIL && !isTaurTail(tail_style))) + if(tail_style && !(wear_suit && wear_suit.inv_hide_flags & HIDETAIL && !isTaurTail(tail_style))) var/base_state = wagging && tail_style.ani_state ? tail_style.ani_state : tail_style.icon_state if(tail_style.front_behind_system) base_state += front? "_FRONT" : "_BEHIND" diff --git a/code/modules/vore/fluffstuff/custom_clothes.dm b/code/modules/vore/fluffstuff/custom_clothes.dm index 24f516560c6..26dff165c8b 100644 --- a/code/modules/vore/fluffstuff/custom_clothes.dm +++ b/code/modules/vore/fluffstuff/custom_clothes.dm @@ -52,7 +52,7 @@ icon_override = 'icons/vore/custom_clothes_vr.dmi' item_state = "wolfgirluni_mob" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS //! ## For general use /obj/item/clothing/accessory/fluff/smilepin @@ -89,7 +89,7 @@ item_state = "freddyhead_mob" permeability_coefficient = 0.01 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) - flags_inv = HIDEMASK|HIDEEARS + inv_hide_flags = HIDEMASK|HIDEEARS cold_protection = HEAD siemens_coefficient = 0.9 @@ -124,10 +124,10 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight,/obj/item/tank) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) - flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT + inv_hide_flags = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS siemens_coefficient = 0.9 @@ -207,7 +207,7 @@ icon_override = 'icons/vore/custom_onmob_vr.dmi' item_icons = list() - body_parts_covered = 0 + body_cover_flags = 0 /obj/item/clothing/shoes/black/cuffs/red name = "red leg wraps" @@ -335,7 +335,7 @@ icon = 'icons/vore/custom_clothes_vr.dmi' item_state = "trek_ds9_coat_mob" icon_override = 'icons/vore/custom_clothes_vr.dmi' - body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS + body_cover_flags = UPPER_TORSO|LOWER_TORSO|ARMS permeability_coefficient = 0.50 allowed = list( /obj/item/flashlight, /obj/item/analyzer, @@ -558,7 +558,7 @@ icon_state = "latexmaid" item_state = "latexmaid_mob" - body_parts_covered = UPPER_TORSO|LOWER_TORSO + body_cover_flags = UPPER_TORSO|LOWER_TORSO //Aztectornado:Tron inspired Siren outfit /obj/item/clothing/under/fluff/siren @@ -651,7 +651,7 @@ icon_override = 'icons/vore/custom_clothes_vr.dmi' item_state = "aika_coat_mob" - flags_inv = HIDEJUMPSUIT | HIDETIE + inv_hide_flags = HIDEJUMPSUIT | HIDETIE item_icons = list( SLOT_ID_LEFT_HAND = 'icons/vore/custom_clothes_vr.dmi', @@ -684,7 +684,7 @@ icon_state = "melanie_skeleton" item_state = "melanie_skeleton_mob" - body_parts_covered = NONE + body_cover_flags = NONE species_restricted = list("exclude", SPECIES_TESHARI) diff --git a/code/modules/vore/fluffstuff/custom_items.dm b/code/modules/vore/fluffstuff/custom_items.dm index 3d1c2aa8525..7c68e314247 100644 --- a/code/modules/vore/fluffstuff/custom_items.dm +++ b/code/modules/vore/fluffstuff/custom_items.dm @@ -363,7 +363,7 @@ icon = 'icons/mob/clothing/taursuits_wolf.dmi' icon_state = "serdy_armor" item_state = "serdy_armor" - body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS //It's a full body suit, minus hands and feet. Arms and legs should be protected, not just the torso. Retains normal security armor values still. + body_cover_flags = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS //It's a full body suit, minus hands and feet. Arms and legs should be protected, not just the torso. Retains normal security armor values still. /obj/item/clothing/head/helmet/serdy //SilencedMP5A5's specialty helmet. Uncomment if/when they make their custom item app and are accepted. name = "KSS-8 security helmet" @@ -394,13 +394,13 @@ name = "purple robes" desc = "Heavy, royal purple robes threaded with silver lining." icon_state = "psyamp" - flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER + inv_hide_flags = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/head/fluff/pink_tiara name = "Pink Tourmaline Tiara" desc = "A small, steel tiara with a large, pink tourmaline gem in the center." icon_state = "amp" - body_parts_covered = 0 + body_cover_flags = 0 //Lots of people are using this now. /obj/item/clothing/accessory/collar/vmcrystal