diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index de54ba12a19..7f081f987f3 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -307,13 +307,13 @@ BLIND // can't see anything mask_adjusted = 0 slot_flags = initial(slot_flags) if(flags_inv != initial(flags_inv)) - if(initial(flags_inv) && HIDEFACE) //If the mask is one that hides the face and can be adjusted yet lost that trait when it was adjusted, make it hide the face again. - flags_inv += HIDEFACE + if(initial(flags_inv) & HIDEFACE) //If the mask is one that hides the face and can be adjusted yet lost that trait when it was adjusted, make it hide the face again. + flags_inv |= HIDEFACE if(flags != initial(flags)) - if(initial(flags) && MASKCOVERSMOUTH) //If the mask covers the mouth when it's down and can be adjusted yet lost that trait when it was adjusted, make it cover the mouth again. - flags += MASKCOVERSMOUTH - if(initial(flags) && AIRTIGHT) //If the mask is airtight and thus, one that you'd be able to run internals from yet can't because it was adjusted, make it airtight again. - flags += AIRTIGHT + if(initial(flags) & MASKCOVERSMOUTH) //If the mask covers the mouth when it's down and can be adjusted yet lost that trait when it was adjusted, make it cover the mouth again. + flags |= MASKCOVERSMOUTH + if(initial(flags) & AIRTIGHT) //If the mask is airtight and thus, one that you'd be able to run internals from yet can't because it was adjusted, make it airtight again. + flags |= AIRTIGHT if(H.head == src) if(flags_inv == HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer. if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground. @@ -337,13 +337,13 @@ BLIND // can't see anything if(H.internals) H.internals.icon_state = "internal0" H.internal = null - if(flags_inv && HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer. - flags_inv -= HIDEFACE /*Done after the above to avoid having to do a check for initial(src.flags_inv == HIDEFACE). + if(flags_inv & HIDEFACE) //Means that only things like bandanas and balaclavas will be affected since they obscure the identity of the wearer. + flags_inv &= HIDEFACE /*Done after the above to avoid having to do a check for initial(src.flags_inv == HIDEFACE). This reveals the user's face since the bandana will now be going on their head.*/ - if(flags && MASKCOVERSMOUTH) //Mask won't cover the mouth any more since it's been pushed out of the way. Allows for CPRing with adjusted masks. - flags -= MASKCOVERSMOUTH - if(flags && AIRTIGHT) //If the mask was airtight, it won't be anymore since you just pushed it off your face. - flags -= AIRTIGHT + if(flags & MASKCOVERSMOUTH) //Mask won't cover the mouth any more since it's been pushed out of the way. Allows for CPRing with adjusted masks. + flags &= ~MASKCOVERSMOUTH + if(flags & AIRTIGHT) //If the mask was airtight, it won't be anymore since you just pushed it off your face. + flags &= ~AIRTIGHT if(user.wear_mask == src) if(initial(flags_inv) == HIDEFACE) //Means that you won't have to take off and put back on simple things like breath masks which, realistically, can just be pulled down off your face. if(H.l_hand && H.r_hand) //If both hands are occupied, drop the object on the ground.