🎩
This commit is contained in:
Kugamo
2023-06-05 06:03:19 -05:00
committed by GitHub
parent e9192e73b0
commit b4ee927c64
+18 -10
View File
@@ -423,12 +423,16 @@
if(flags_cover != initial(flags_cover))
if(initial(flags_cover) & 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_cover |= MASKCOVERSMOUTH
if(H.head == src && 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.
if(H.head == src)
if(isnull(user.get_item_by_slot(slot_bitfield_to_slot(slot_flags))))
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
user.unEquip(src)
user.put_in_hands(src)
user.equip_to_slot(src, slot_bitfield_to_slot(slot_flags))
else 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.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
user.unEquip(src)
user.put_in_hands(src)
else
to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
gas_transfer_coefficient = null
@@ -446,12 +450,16 @@
flags_cover &= ~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 && 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.
if(user.wear_mask == src)
if(isnull(user.get_item_by_slot(slot_bitfield_to_slot(slot_flags))))
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
user.unEquip(src)
user.put_in_hands(src)
user.equip_to_slot(src, slot_bitfield_to_slot(slot_flags))
else 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.
user.unEquip(src)
else //Otherwise, put it in an available hand, the active one preferentially.
user.unEquip(src)
user.put_in_hands(src)
H.wear_mask_update(src, toggle_off = up)
usr.update_inv_wear_mask()
usr.update_inv_head()