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Merge pull request #279 from Mark9013100/clothingcoverageremoval
Comments out clothing coverage.
This commit is contained in:
@@ -29,9 +29,9 @@
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//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
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var/flags_inv = 0
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
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var/permeability_coefficient = 1 // for chemicals/diseases
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@@ -293,12 +293,12 @@ var/list/global/slot_flags_enumeration = list(
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//Next check that the slot is free
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if(H.get_equipped_item(slot))
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return 0
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/*
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//Next check if the slot is accessible.
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var/mob/_user = disable_warning? null : H
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if(!H.slot_is_accessible(slot, src, _user))
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return 0
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*/
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//Lastly, check special rules for the desired slot.
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switch(slot)
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if(slot_l_ear, slot_r_ear)
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@@ -364,8 +364,10 @@ var/list/global/slot_flags_enumeration = list(
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if(!canremove)
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return 0
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/*
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if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
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return 0
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*/
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return 1
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/obj/item/verb/verb_pickup()
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@@ -608,10 +610,10 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].")
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return
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/obj/item/proc/pwr_drain()
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return 0 // Process Kill
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/obj/item/proc/resolve_attackby(atom/A, mob/source)
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return A.attackby(src,source)
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@@ -57,11 +57,11 @@ var/list/slot_equipment_priority = list( \
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slot_l_store,\
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slot_r_store\
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)
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/*
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//Checks if a given slot can be accessed at this time, either to equip or unequip I
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/mob/proc/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
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return 1
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*/
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//puts the item "W" into an appropriate slot in a human's inventory
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//returns 0 if it cannot, 1 if successful
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/mob/proc/equip_to_appropriate_slot(obj/item/W)
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@@ -314,7 +314,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_action_buttons()
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return 1
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/*
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//Checks if a given slot can be accessed at this time, either to equip or unequip I
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/mob/living/carbon/human/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
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var/obj/item/covering = null
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@@ -334,7 +334,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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user << "<span class='warning'>\The [covering] is in the way.</span>"
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return 0
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return 1
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*/
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/mob/living/carbon/human/get_equipped_item(var/slot)
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switch(slot)
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if(slot_back) return back
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