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