Wiser Bits

This commit is contained in:
KasparoVy
2016-03-21 20:52:26 -04:00
parent 62620e1c49
commit 620546994d
+12 -12
View File
@@ -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.