Merge pull request #10101 from mwerezak/shards

Refactors obj flags and changes defined bitflag representation
This commit is contained in:
Chinsky
2015-08-20 19:47:58 +03:00
94 changed files with 1593 additions and 582 deletions
+7 -7
View File
@@ -633,9 +633,9 @@ datum/preferences
dat += "<img src='species_preview_[current_species.name].png' width='64px' height='64px'><br/><br/>"
dat += "<b>Language:</b> [current_species.language]<br/>"
dat += "<small>"
if(current_species.flags & CAN_JOIN)
if(current_species.spawn_flags & CAN_JOIN)
dat += "</br><b>Often present on human stations.</b>"
if(current_species.flags & IS_WHITELISTED)
if(current_species.spawn_flags & IS_WHITELISTED)
dat += "</br><b>Whitelist restricted.</b>"
if(current_species.flags & NO_BLOOD)
dat += "</br><b>Does not have blood.</b>"
@@ -649,11 +649,11 @@ datum/preferences
dat += "</br><b>Has excellent traction.</b>"
if(current_species.flags & NO_POISON)
dat += "</br><b>Immune to most poisons.</b>"
if(current_species.flags & HAS_SKIN_TONE)
if(current_species.appearance_flags & HAS_SKIN_TONE)
dat += "</br><b>Has a variety of skin tones.</b>"
if(current_species.flags & HAS_SKIN_COLOR)
if(current_species.appearance_flags & HAS_SKIN_COLOR)
dat += "</br><b>Has a variety of skin colours.</b>"
if(current_species.flags & HAS_EYE_COLOR)
if(current_species.appearance_flags & HAS_EYE_COLOR)
dat += "</br><b>Has a variety of eye colours.</b>"
if(current_species.flags & IS_PLANT)
dat += "</br><b>Has a plantlike physiology.</b>"
@@ -663,9 +663,9 @@ datum/preferences
var/restricted = 0
if(config.usealienwhitelist) //If we're using the whitelist, make sure to check it!
if(!(current_species.flags & CAN_JOIN))
if(!(current_species.spawn_flags & CAN_JOIN))
restricted = 2
else if((current_species.flags & IS_WHITELISTED) && !is_alien_whitelisted(user,current_species))
else if((current_species.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(user,current_species))
restricted = 1
if(restricted)
+1 -1
View File
@@ -170,7 +170,7 @@ BLIND // can't see anything
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = 2.0
flags = GLASSESCOVERSEYES
body_parts_covered = EYES
slot_flags = SLOT_EYES
var/vision_flags = 0
var/darkness_view = 0//Base human is 2
-4
View File
@@ -3,7 +3,6 @@
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
//w_class = 2.0
//flags = GLASSESCOVERSEYES
//slot_flags = SLOT_EYES
//var/vision_flags = 0
//var/darkness_view = 0//Base human is 2
@@ -13,7 +12,6 @@
var/active = 1
var/activation_sound = 'sound/items/goggles_charge.ogg'
var/obj/screen/overlay = null
body_parts_covered = EYES
/obj/item/clothing/glasses/attack_self(mob/user)
if(toggleable)
@@ -159,14 +157,12 @@
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= GLASSESCOVERSEYES
flags_inv |= HIDEEYES
body_parts_covered |= EYES
icon_state = initial(icon_state)
usr << "You flip \the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~HEADCOVERSEYES
flags_inv &= ~HIDEEYES
body_parts_covered &= ~EYES
icon_state = "[initial(icon_state)]up"
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
flags = 0 //doesn't protect eyes because it's a monocle, duh
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 2)
var/list/icon/current = list() //the current hud icons
+2 -2
View File
@@ -14,13 +14,13 @@
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
name = "firefighter helmet"
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
+6 -8
View File
@@ -6,7 +6,8 @@
slot_l_hand_str = "helmet",
slot_r_hand_str = "helmet",
)
flags = HEADCOVERSEYES | THICKMATERIAL
item_flags = THICKMATERIAL
body_parts_covered = HEAD
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
@@ -20,7 +21,7 @@
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
flags = HEADCOVERSEYES
body_parts_covered = HEAD|FACE|EYES //face shield
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
@@ -29,7 +30,6 @@
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
@@ -40,7 +40,6 @@
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
@@ -50,15 +49,14 @@
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE
siemens_coefficient = 1
/obj/item/clothing/head/helmet/tactical
name = "tactical helmet"
desc = "An armored helmet capable of being fitted with a multitude of attachments."
icon_state = "swathelm"
flags = HEADCOVERSEYES
sprite_sheets = list(
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
@@ -72,9 +70,9 @@
name = "Augment Array"
desc = "A helmet with optical and cranial augments coupled to it."
icon_state = "v62"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
body_parts_covered = HEAD|EYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
+4 -4
View File
@@ -38,15 +38,15 @@
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = HEADCOVERSEYES|BLOCKHAIR
body_parts_covered = HEAD|EYES
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = HEADCOVERSEYES|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
//Mime
@@ -107,7 +107,7 @@
name = "surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
icon_state = "surgcap_blue"
flags = BLOCKHEADHAIR
flags_inv = 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."
+10 -13
View File
@@ -56,7 +56,7 @@
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = HEADCOVERSEYES|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/head/nursehat
@@ -74,8 +74,7 @@
)
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 = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
siemens_coefficient = 2.0
body_parts_covered = HEAD|FACE|EYES
@@ -84,8 +83,7 @@
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"
item_state = "cueball"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = 0
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/head/greenbandana
@@ -101,7 +99,6 @@
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = HEAD|FACE|EYES
@@ -109,7 +106,8 @@
name = "justice hat"
desc = "fight for what's righteous!"
icon_state = "justicered"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|EYES
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
@@ -201,7 +199,7 @@
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/chicken
@@ -212,7 +210,7 @@
slot_l_hand_str = "chickensuit",
slot_r_hand_str = "chickensuit",
)
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 0.7
body_parts_covered = HEAD|FACE|EYES
@@ -220,7 +218,7 @@
name = "bear pelt hat"
desc = "Fuzzy."
icon_state = "bearpelt"
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 0.7
/obj/item/clothing/head/xenos
@@ -231,8 +229,7 @@
slot_r_hand_str = "xenos_helm",
)
desc = "A helmet made out of chitinous alien hide."
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
siemens_coefficient = 2.0
body_parts_covered = HEAD|FACE|EYES
@@ -244,7 +241,7 @@
slot_l_hand_str = "pwig",
slot_r_hand_str = "pwig",
)
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 2.0 //why is it so conductive?!
body_parts_covered = 0
+6 -9
View File
@@ -19,7 +19,6 @@
slot_l_hand_str = "welding",
slot_r_hand_str = "welding",
)
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
@@ -44,13 +43,13 @@
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state
usr << "You flip the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]up"
usr << "You push the [src] up out of your face."
@@ -66,9 +65,8 @@
desc = "It's tasty looking!"
icon_state = "cake0"
item_state = "cake0"
flags = HEADCOVERSEYES
var/onfire = 0
body_parts_covered = HEAD|EYES
body_parts_covered = HEAD
/obj/item/clothing/head/cakehat/process()
if(!onfire)
@@ -124,9 +122,8 @@
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = HEAD|EYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
brightness_on = 2
light_overlay = "helmet_light"
w_class = 3
@@ -155,4 +152,4 @@
desc = "You can hear the distant sounds of rhythmic electronica."
icon_state = "richard"
body_parts_covered = HEAD|FACE
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
+3 -6
View File
@@ -3,8 +3,7 @@
desc = "LOADSAMONEY"
icon_state = "balaclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = FACE|HEAD
w_class = 2
sprite_sheets = list(
@@ -17,8 +16,7 @@
desc = "Designed to both hide identities and keep your face comfy and warm."
icon_state = "swatclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
w_class = 2
sprite_sheets = list(
"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
@@ -30,8 +28,7 @@
desc = "Worn by robust fighters, flying high to defeat their foes!"
icon_state = "luchag"
item_state = "luchag"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE
w_class = 2
siemens_coefficient = 3.0
+7 -7
View File
@@ -3,8 +3,8 @@
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = MASKCOVERSMOUTH | AIRTIGHT
body_parts_covered = 0
item_flags = AIRTIGHT|FLEXIBLEMATERIAL
body_parts_covered = FACE
w_class = 2
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
@@ -20,16 +20,16 @@
if(!src.hanging)
src.hanging = !src.hanging
gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
flags &= ~(MASKCOVERSMOUTH | AIRTIGHT)
body_parts_covered = 0
item_flags &= ~(AIRTIGHT)
body_parts_covered = ~(FACE)
icon_state = "breathdown"
user << "Your mask is now hanging on your neck."
else
src.hanging = !src.hanging
gas_transfer_coefficient = initial(gas_transfer_coefficient)
flags |= MASKCOVERSMOUTH | AIRTIGHT
body_parts_covered = initial(body_parts_covered)
item_flags |= AIRTIGHT
body_parts_covered |= FACE
icon_state = "breath"
user << "You pull the mask up to cover your face."
update_clothing_icon()
@@ -49,4 +49,4 @@
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
permeability_coefficient = 0.01
+3 -2
View File
@@ -2,7 +2,7 @@
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
icon_state = "gas_alt"
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = FACE|EYES
w_class = 3.0
@@ -34,7 +34,7 @@
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0)
body_parts_covered = HEAD|FACE
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
@@ -101,3 +101,4 @@
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
body_parts_covered = HEAD|FACE|EYES
+14 -13
View File
@@ -3,8 +3,7 @@
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "muzzle"
flags = MASKCOVERSMOUTH
body_parts_covered = 0
body_parts_covered = FACE
w_class = 2
gas_transfer_coefficient = 0.90
voicechange = 1
@@ -26,8 +25,8 @@
icon_state = "sterile"
item_state = "sterile"
w_class = 2
flags = MASKCOVERSMOUTH
body_parts_covered = 0
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
@@ -47,13 +46,14 @@
body_parts_covered = 0
//scarves (fit in in mask slot)
//None of these actually have on-mob sprites...
/obj/item/clothing/mask/bluescarf
name = "blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -62,7 +62,8 @@
desc = "A red and white checkered neck scarf."
icon_state = "redwhite_scarf"
item_state = "redwhite_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -71,7 +72,8 @@
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -80,7 +82,8 @@
desc = "A stealthy, dark scarf."
icon_state = "ninja_scarf"
item_state = "ninja_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
siemens_coefficient = 0
@@ -90,8 +93,7 @@
desc = "A rubber pig mask."
icon_state = "pig"
item_state = "pig"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
w_class = 2
siemens_coefficient = 0.9
body_parts_covered = HEAD|FACE|EYES
@@ -101,8 +103,7 @@
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
w_class = 2
siemens_coefficient = 0.9
+1 -1
View File
@@ -3,7 +3,7 @@
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
item_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+3 -3
View File
@@ -18,14 +18,14 @@
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
set_slowdown()
force = 3
if(icon_base) icon_state = "[icon_base]0"
user << "You disable the mag-pulse traction system."
else
flags |= NOSLIP
item_flags |= NOSLIP
magpulse = 1
set_slowdown()
force = 5
@@ -70,6 +70,6 @@
/obj/item/clothing/shoes/magboots/examine(mob/user)
..(user)
var/state = "disabled"
if(src.flags&NOSLIP)
if(item_flags & NOSLIP)
state = "enabled"
user << "Its mag-pulse traction system appears to be [state]."
+4 -4
View File
@@ -4,7 +4,7 @@
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
flags = NOSLIP
item_flags = NOSLIP
origin_tech = list(TECH_ILLEGAL = 3)
var/list/clothing_choices = list()
siemens_coefficient = 0.8
@@ -20,7 +20,7 @@
icon_state = "swat"
force = 3
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
item_flags = NOSLIP
siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
@@ -29,7 +29,7 @@
icon_state = "swat"
force = 5
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
item_flags = NOSLIP
siemens_coefficient = 0.6
cold_protection = FEET
@@ -120,6 +120,6 @@
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flippers"
flags = NOSLIP
item_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+4 -4
View File
@@ -45,7 +45,7 @@
/obj/item/clothing/head/helmet/space/vox
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
flags = HEADCOVERSEYES|STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
species_restricted = list("Vox")
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
@@ -135,7 +135,7 @@
/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
if(src.magpulse)
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1
user << "You relax your deathgrip on the flooring."
@@ -148,7 +148,7 @@
user << "You will have to put on the [src] before you can do that."
return
flags |= NOSLIP
item_flags |= NOSLIP
magpulse = 1
canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
user << "You dig your claws deeply into the flooring, bracing yourself."
@@ -160,7 +160,7 @@
..()
if(src.magpulse)
user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1
+3 -3
View File
@@ -4,8 +4,8 @@
icon_state = "capspace"
item_state = "capspace"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
flags_inv = HIDEFACE
item_flags = STOPPRESSUREDAMAGE
flags_inv = HIDEFACE|BLOCKHAIR
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
@@ -18,7 +18,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -17,7 +17,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -37,7 +37,8 @@
slot_r_hand_str = "syndicate-helm-black-red",
)
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
flags_inv = BLOCKHAIR
siemens_coefficient = 0.6
//how is this a space helmet?
@@ -46,7 +47,8 @@
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
siemens_coefficient = 0.9
//Space santa outfit suit
@@ -55,7 +57,8 @@
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
item_state = "santahat"
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
/obj/item/clothing/suit/space/santa
@@ -64,7 +67,7 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = ONESIZEFITSALL | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
@@ -74,7 +77,8 @@
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = 0
siemens_coefficient = 0.9
+8 -10
View File
@@ -179,9 +179,8 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)]"
if(airtight)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
if(airtight)
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
@@ -269,9 +268,9 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
canremove = !seal_target
canremove = !seal_target
if(airtight)
update_component_sealed()
update_component_sealed()
update_icon(1)
return 0
@@ -289,11 +288,10 @@
/obj/item/weapon/rig/proc/update_component_sealed()
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(canremove)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
else
piece.flags |= STOPPRESSUREDAMAGE
piece.flags |= AIRTIGHT
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
else
piece.item_flags |= (STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/process()
@@ -4,8 +4,8 @@
/obj/item/clothing/head/helmet/space/rig
name = "helmet"
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
item_flags = THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
heat_protection = HEAD|FACE|EYES
cold_protection = HEAD|FACE|EYES
@@ -15,7 +15,7 @@
/obj/item/clothing/gloves/rig
name = "gauntlets"
flags = THICKMATERIAL
item_flags = THICKMATERIAL
body_parts_covered = HANDS
heat_protection = HANDS
cold_protection = HANDS
@@ -38,7 +38,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
breach_threshold = 38
@@ -8,7 +8,7 @@
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
emp_protection = 10
slowdown = 0
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
offline_slowdown = 0
offline_vision_restriction = 0
@@ -6,7 +6,8 @@
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
flags_inv = BLOCKHAIR
item_state_slots = list(
slot_l_hand_str = "s_helmet",
slot_r_hand_str = "s_helmet",
@@ -54,7 +55,7 @@
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 3
+2 -4
View File
@@ -2,7 +2,7 @@
/obj/item/clothing/suit/armor
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags = THICKMATERIAL
item_flags = THICKMATERIAL
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
@@ -17,7 +17,6 @@
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = ONESIZEFITSALL
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/security
@@ -71,7 +70,7 @@
item_state = "swat_suit"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
@@ -98,7 +97,6 @@
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = ONESIZEFITSALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
+1 -2
View File
@@ -8,9 +8,8 @@
)
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0.9
+3 -4
View File
@@ -21,7 +21,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
@@ -47,9 +47,8 @@
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0
@@ -86,7 +85,7 @@
name = "Radiation Hood"
icon_state = "rad"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
+1 -1
View File
@@ -240,7 +240,7 @@
throw_range = 5
throwforce = 0
w_class = 2.0
flags = NOSHIELD | NOBLOODY
flags = NOBLOODY
var/active = 0
var/item_color
+1 -1
View File
@@ -153,7 +153,7 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.shoes && H.shoes.flags & NOSLIP)
if(H.shoes && H.shoes.item_flags & NOSLIP)
return
M.stop_pulling()
@@ -73,7 +73,7 @@
var/can_grab = 1
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.item_flags & NOSLIP))
can_grab = 0
if(can_grab)
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
+2 -2
View File
@@ -32,7 +32,7 @@
if(internal)
if (!contents.Find(internal))
internal = null
if (!(wear_mask && (wear_mask.flags & AIRTIGHT)))
if (!(wear_mask && (wear_mask.item_flags & AIRTIGHT)))
internal = null
if(internal)
if (internals)
@@ -65,7 +65,7 @@
//Handle possble chem smoke effect
/mob/living/carbon/proc/handle_chemical_smoke(var/datum/gas_mixture/environment)
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
@@ -110,7 +110,7 @@
return 1
/mob/living/carbon/human/proc/change_skin_color(var/red, var/green, var/blue)
if(red == r_skin && green == g_skin && blue == b_skin || !(species.flags & HAS_SKIN_COLOR))
if(red == r_skin && green == g_skin && blue == b_skin || !(species.appearance_flags & HAS_SKIN_COLOR))
return
r_skin = red
@@ -122,7 +122,7 @@
return 1
/mob/living/carbon/human/proc/change_skin_tone(var/tone)
if(s_tone == tone || !(species.flags & HAS_SKIN_TONE))
if(s_tone == tone || !(species.appearance_flags & HAS_SKIN_TONE))
return
s_tone = tone
@@ -141,13 +141,13 @@
var/datum/species/current_species = all_species[current_species_name]
if(check_whitelist && config.usealienwhitelist && !check_rights(R_ADMIN, 0, src)) //If we're using the whitelist, make sure to check it!
if(!(current_species.flags & CAN_JOIN))
if(!(current_species.spawn_flags & CAN_JOIN))
continue
if(whitelist.len && !(current_species_name in whitelist))
continue
if(blacklist.len && (current_species_name in blacklist))
continue
if((current_species.flags & IS_WHITELISTED) && !is_alien_whitelisted(src, current_species_name))
if((current_species.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, current_species_name))
continue
valid_species += current_species_name
@@ -1225,10 +1225,10 @@
else
switch(target_zone)
if("head")
if(head && head.flags & THICKMATERIAL)
if(head && head.item_flags & THICKMATERIAL)
. = 0
else
if(wear_suit && wear_suit.flags & THICKMATERIAL)
if(wear_suit && wear_suit.item_flags & THICKMATERIAL)
. = 0
if(!. && error_msg && user)
if(!fail_msg)
@@ -1301,7 +1301,7 @@
return 0
/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
if((species.flags & NO_SLIP) || (shoes && (shoes.item_flags & NOSLIP)))
return 0
..(slipped_on,stun_duration)
@@ -1369,6 +1369,6 @@
handle_regular_hud_updates()
/mob/living/carbon/human/Check_Shoegrip()
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP)) //magboots + dense_object = no floating
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP)) //magboots + dense_object = no floating
return 1
return 0
@@ -60,10 +60,10 @@
if(!check_has_mouth())
H << "<span class='danger'>They don't have a mouth, you cannot perform CPR!</span>"
return
if((H.head && (H.head.flags & HEADCOVERSMOUTH)) || (H.wear_mask && (H.wear_mask.flags & MASKCOVERSMOUTH)))
if((H.head && (H.head.body_parts_covered & FACE)) || (H.wear_mask && (H.wear_mask.body_parts_covered & FACE)))
H << "<span class='notice'>Remove your mask!</span>"
return 0
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
if((head && (head.body_parts_covered & FACE)) || (wear_mask && (wear_mask.body_parts_covered & FACE)))
H << "<span class='notice'>Remove [src]'s mask!</span>"
return 0
@@ -144,7 +144,7 @@ emp_act
/mob/living/carbon/human/proc/check_mouth_coverage()
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
for(var/obj/item/gear in protective_gear)
if(istype(gear) && (gear.body_parts_covered & FACE) && (gear.flags & (MASKCOVERSMOUTH|HEADCOVERSMOUTH)))
if(istype(gear) && (gear.body_parts_covered & FACE) && !(gear.item_flags & FLEXIBLEMATERIAL))
return gear
return null
@@ -97,7 +97,7 @@
prob_slip = 0 // Changing this to zero to make it line up with the comment, and also, make more sense.
//Do we have magboots or such on if so no slip
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP))
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP))
prob_slip = 0
//Check hands and mod slip
@@ -116,19 +116,12 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_glasses()
else if (W == head)
head = null
var/update_hair = 0
if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
update_hair = 1
else if(istype(W, /obj/item))
if(istype(W, /obj/item))
var/obj/item/I = W
if(I.flags_inv & HIDEMASK)
update_hair = 1
if(update_hair)
update_hair(0) //rebuild hair
update_inv_ears(0)
update_inv_wear_mask(0)
if(I.flags_inv & (HIDEMASK|BLOCKHAIR|BLOCKHEADHAIR))
update_hair(0) //rebuild hair
update_inv_ears(0)
update_inv_wear_mask(0)
update_inv_head()
else if (W == l_ear)
l_ear = null
@@ -144,9 +137,11 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_belt()
else if (W == wear_mask)
wear_mask = null
if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
update_hair(0) //rebuild hair
update_inv_ears(0)
if(istype(W, /obj/item))
var/obj/item/I = W
if(I.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR))
update_hair(0) //rebuild hair
update_inv_ears(0)
if(internal)
if(internals)
internals.icon_state = "internal0"
@@ -205,7 +200,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_back(redraw_mob)
if(slot_wear_mask)
src.wear_mask = W
if((wear_mask.flags & BLOCKHAIR) || (wear_mask.flags & BLOCKHEADHAIR))
if(wear_mask.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR))
update_hair(redraw_mob) //rebuild hair
update_inv_ears(0)
W.equipped(src, slot)
@@ -261,7 +256,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_gloves(redraw_mob)
if(slot_head)
src.head = W
if((head.flags & BLOCKHAIR) || (head.flags & BLOCKHEADHAIR) || (head.flags_inv & HIDEMASK))
if(head.flags_inv & (BLOCKHAIR|BLOCKHEADHAIR|HIDEMASK))
update_hair(redraw_mob) //rebuild hair
update_inv_ears(0)
update_inv_wear_mask(0)
@@ -328,17 +323,16 @@ This saves us from having to call add_fingerprint() any time something is put in
switch(slot)
if(slot_wear_mask)
covering = src.head
check_flags = HEADCOVERSMOUTH
check_flags = FACE
if(slot_glasses)
covering = src.head
check_flags = HEADCOVERSEYES
check_flags = EYES
if(slot_gloves, slot_w_uniform)
covering = src.wear_suit
if(covering)
if((covering.body_parts_covered & I.body_parts_covered) || (covering.flags & check_flags))
user << "<span class='warning'>\The [covering] is in the way.</span>"
return 0
if(covering && (covering.body_parts_covered & (I.body_parts_covered|check_flags)))
user << "<span class='warning'>\The [covering] is in the way.</span>"
return 0
return 1
/mob/living/carbon/human/get_equipped_item(var/slot)
+5 -5
View File
@@ -108,7 +108,7 @@
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
if(wear_suit && (wear_suit.flags & STOPPRESSUREDAMAGE) && head && (head.flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
if(wear_suit && (wear_suit.item_flags & STOPPRESSUREDAMAGE) && head && (head.item_flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
pressure_adjustment_coefficient = 0
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
@@ -303,11 +303,11 @@
/** breathing **/
/mob/living/carbon/human/handle_chemical_smoke(var/datum/gas_mixture/environment)
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
if(glasses && (glasses.flags & BLOCK_GAS_SMOKE_EFFECT))
if(glasses && (glasses.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
if(head && (head.flags & BLOCK_GAS_SMOKE_EFFECT))
if(head && (head.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
..()
@@ -328,7 +328,7 @@
if(!rig.offline && (rig.air_supply && internal == rig.air_supply))
rig_supply = rig.air_supply
if (!rig_supply && (!contents.Find(internal) || !((wear_mask && (wear_mask.flags & AIRTIGHT)) || (head && (head.flags & AIRTIGHT)))))
if (!rig_supply && (!contents.Find(internal) || !((wear_mask && (wear_mask.item_flags & AIRTIGHT)) || (head && (head.item_flags & AIRTIGHT)))))
internal = null
if(internal)
@@ -18,7 +18,8 @@
remains_type = /obj/effect/decal/cleanable/ash
death_message = "dissolves into ash..."
flags = IS_RESTRICTED | NO_BLOOD | NO_SCAN | NO_SLIP | NO_POISON
flags = NO_BLOOD | NO_SCAN | NO_SLIP | NO_POISON | NO_MINOR_CUT
spawn_flags = IS_RESTRICTED
/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
spawn(1)
@@ -31,7 +31,9 @@
poison_type = "oxygen"
siemens_coefficient = 0.2
flags = CAN_JOIN | IS_WHITELISTED | NO_SCAN | HAS_EYE_COLOR
flags = NO_SCAN | NO_MINOR_CUT
spawn_flags = CAN_JOIN | IS_WHITELISTED
appearance_flags = HAS_EYE_COLOR
blood_color = "#2299FC"
flesh_color = "#808D11"
@@ -103,6 +103,8 @@
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/appearance_flags = 0 // Appearance/display related features.
var/spawn_flags = 0 // Flags that specify who can spawn as this species
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
var/primitive_form // Lesser form, if any (ie. monkey for humans)
var/greater_form // Greater form, if any, ie. human for monkeys.
@@ -7,7 +7,8 @@
language = "Sol Common" //todo?
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/punch)
flags = IS_RESTRICTED | NO_BREATHE | NO_PAIN | NO_BLOOD | NO_SCAN | NO_POISON
flags = NO_BREATHE | NO_PAIN | NO_BLOOD | NO_SCAN | NO_POISON | NO_MINOR_CUT
spawn_flags = IS_RESTRICTED
siemens_coefficient = 0
breath_type = null
@@ -32,7 +32,7 @@
brute_mod = 1.5
burn_mod = 1.5
flags = IS_RESTRICTED
spawn_flags = IS_RESTRICTED
bump_flag = MONKEY
swap_flags = MONKEY|SLIME|SIMPLE_ANIMAL
@@ -6,10 +6,11 @@
icobase = 'icons/mob/human_races/r_slime.dmi'
deform = 'icons/mob/human_races/r_slime.dmi'
language = "Sol Common" //todo?
language = null //todo?
unarmed_types = list(/datum/unarmed_attack/slime_glomp)
flags = IS_RESTRICTED | NO_SCAN | NO_SLIP | NO_BREATHE
siemens_coefficient = 3
flags = NO_SCAN | NO_SLIP | NO_BREATHE | NO_MINOR_CUT
spawn_flags = IS_RESTRICTED
siemens_coefficient = 3 //conductive
darksight = 3
blood_color = "#05FF9B"
@@ -11,7 +11,8 @@
num_alternate_languages = 2
secondary_langs = list("Sol Common")
flags = CAN_JOIN | HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR | HAS_EYE_COLOR
spawn_flags = CAN_JOIN
appearance_flags = HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR | HAS_EYE_COLOR
/datum/species/unathi
name = "Unathi"
@@ -41,7 +42,8 @@
heat_level_2 = 480 //Default 400
heat_level_3 = 1100 //Default 1000
flags = CAN_JOIN | IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
spawn_flags = CAN_JOIN | IS_WHITELISTED
appearance_flags = HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#34AF10"
@@ -96,7 +98,8 @@
primitive_form = "Farwa"
flags = CAN_JOIN | IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
spawn_flags = CAN_JOIN | IS_WHITELISTED
appearance_flags = HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#AFA59E"
base_color = "#333333"
@@ -129,7 +132,8 @@
num_alternate_languages = 2
secondary_langs = list("Skrellian")
flags = CAN_JOIN | IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR
spawn_flags = CAN_JOIN | IS_WHITELISTED
appearance_flags = HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR
flesh_color = "#8CD7A3"
blood_color = "#1D2CBF"
@@ -202,7 +206,8 @@
body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not
flags = CAN_JOIN | IS_WHITELISTED | NO_BREATHE | NO_SCAN | IS_PLANT | NO_BLOOD | NO_PAIN | NO_SLIP
flags = NO_BREATHE | NO_SCAN | IS_PLANT | NO_BLOOD | NO_PAIN | NO_SLIP | NO_MINOR_CUT
spawn_flags = CAN_JOIN | IS_WHITELISTED
blood_color = "#004400"
flesh_color = "#907E4A"
@@ -276,7 +281,8 @@
passive_temp_gain = 10 // This should cause IPCs to stabilize at ~80 C in a 20 C environment.
flags = CAN_JOIN | IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | NO_POISON
flags = NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | NO_POISON
spawn_flags = CAN_JOIN | IS_WHITELISTED
blood_color = "#1F181F"
flesh_color = "#575757"
@@ -15,7 +15,7 @@ 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
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | AIRTIGHT | PROXMOVE
flags = PROXMOVE
body_parts_covered = FACE|EYES
throw_range = 5
@@ -126,15 +126,6 @@ var/const/MAX_ACTIVE_TIME = 400
L.visible_message("\red \b [src] leaps at [L]'s face!")
/* Tentatively removed since huggers can't be thrown anymore
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.head && H.head.flags & HEADCOVERSMOUTH)
H.visible_message("\red \b [src] smashes against [H]'s [H.head]!")
Die()
return
*/
if(iscarbon(M))
var/mob/living/carbon/target = L
@@ -235,6 +226,6 @@ var/const/MAX_ACTIVE_TIME = 400
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(H.head && H.head.flags & HEADCOVERSMOUTH)
if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
return 0
return 1
@@ -25,7 +25,8 @@
cold_level_2 = -1
cold_level_3 = -1
flags = IS_RESTRICTED | NO_BREATHE | NO_SCAN | NO_PAIN | NO_SLIP | NO_POISON
flags = NO_BREATHE | NO_SCAN | NO_PAIN | NO_SLIP | NO_POISON | NO_MINOR_CUT
spawn_flags = IS_RESTRICTED
reagent_tag = IS_XENOS
@@ -325,10 +325,10 @@ var/global/list/damage_icon_parts = list()
stand_icon.Blend(base_icon,ICON_OVERLAY)
//Underwear
if(underwear && species.flags & HAS_UNDERWEAR)
if(underwear && species.appearance_flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY)
if(undershirt && species.flags & HAS_UNDERWEAR)
if(undershirt && species.appearance_flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', undershirt), ICON_OVERLAY)
if(update_icons)
@@ -348,7 +348,7 @@ var/global/list/damage_icon_parts = list()
return
//masks and helmets can obscure our hair.
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if( (head && (head.flags_inv & BLOCKHAIR)) || (wear_mask && (wear_mask.flags_inv & BLOCKHAIR)))
if(update_icons) update_icons()
return
@@ -364,7 +364,7 @@ var/global/list/damage_icon_parts = list()
face_standing.Blend(facial_s, ICON_OVERLAY)
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
if(h_style && !(head && (head.flags_inv & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
@@ -573,7 +573,7 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
overlays_standing[EARS_LAYER] = null
if( (head && (head.flags & (BLOCKHAIR | BLOCKHEADHAIR))) || (wear_mask && (wear_mask.flags & (BLOCKHAIR | BLOCKHEADHAIR))))
if( (head && (head.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR))) || (wear_mask && (wear_mask.flags_inv & (BLOCKHAIR | BLOCKHEADHAIR))))
if(update_icons) update_icons()
return
+1 -1
View File
@@ -346,7 +346,7 @@
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 = get_equipped_item(slot_head)
if(istype(helmet) && (helmet.body_parts_covered & HEAD) && (helmet.flags & STOPPRESSUREDAMAGE))
if(istype(helmet) && (helmet.body_parts_covered & HEAD) && (helmet.item_flags & STOPPRESSUREDAMAGE))
//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)
+5 -5
View File
@@ -359,11 +359,11 @@
if(state < GRAB_NECK)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
if((affecting:head && affecting:head.flags & HEADCOVERSEYES) || \
(affecting:wear_mask && affecting:wear_mask.flags & MASKCOVERSEYES) || \
(affecting:glasses && affecting:glasses.flags & GLASSESCOVERSEYES))
assailant << "<span class='danger'>You're going to need to remove the eye covering first.</span>"
return
for(var/slot in list(slot_wear_mask, slot_head, slot_glasses))
var/obj/item/protection = affecting.get_equipped_item(slot)
if(istype(protection) && (protection.body_parts_covered & EYES))
assailant << "<span class='danger'>You're going to need to remove the eye covering first.</span>"
return
if(!affecting.has_eyes())
assailant << "<span class='danger'>You cannot locate any eyes on [affecting]!</span>"
return
+4 -4
View File
@@ -459,8 +459,8 @@
if(!Check_Dense_Object()) //Nothing to push off of so end here
update_floating(0)
return 0
update_floating(1)
update_floating(1)
if(restrained()) //Check to see if we can do things
return 0
@@ -486,10 +486,10 @@
if(istype(turf,/turf/simulated/floor)) // Floors don't count if they don't have gravity
var/area/A = turf.loc
if(istype(A) && A.has_gravity == 0)
if(istype(A) && A.has_gravity == 0)
if(shoegrip == null)
shoegrip = Check_Shoegrip() //Shoegrip is only ever checked when a zero-gravity floor is encountered to reduce load
if(!shoegrip)
if(!shoegrip)
continue
dense_object++
+3 -3
View File
@@ -149,7 +149,7 @@
return 0
var/datum/species/S = all_species[client.prefs.species]
if(!(S.flags & IS_WHITELISTED))
if(!(S.spawn_flags & IS_WHITELISTED))
src << alert("Your current species,[client.prefs.species], is not available for play on the station.")
return 0
@@ -173,7 +173,7 @@
return 0
var/datum/species/S = all_species[client.prefs.species]
if(!(S.flags & CAN_JOIN))
if(!(S.spawn_flags & CAN_JOIN))
src << alert("Your current species, [client.prefs.species], is not available for play on the station.")
return 0
@@ -487,7 +487,7 @@
proc/is_species_whitelisted(datum/species/S)
if(!S) return 1
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.flags & IS_WHITELISTED)
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.spawn_flags & IS_WHITELISTED)
/mob/new_player/get_species()
var/datum/species/chosen_species
@@ -140,10 +140,10 @@
return owner && (flags & flag)
/datum/nano_module/appearance_changer/proc/can_change_skin_tone()
return owner && (flags & APPEARANCE_SKIN) && owner.species.flags & HAS_SKIN_TONE
return owner && (flags & APPEARANCE_SKIN) && owner.species.appearance_flags & HAS_SKIN_TONE
/datum/nano_module/appearance_changer/proc/can_change_skin_color()
return owner && (flags & APPEARANCE_SKIN) && owner.species.flags & HAS_SKIN_COLOR
return owner && (flags & APPEARANCE_SKIN) && owner.species.appearance_flags & HAS_SKIN_COLOR
/datum/nano_module/appearance_changer/proc/cut_and_generate_data()
// Making the assumption that the available species remain constant
+6 -6
View File
@@ -19,9 +19,9 @@ var/global/list/limb_icon_cache = list()
return
if(species && human.species && species.name != human.species.name)
return
if(!isnull(human.s_tone) && (human.species.flags & HAS_SKIN_TONE))
if(!isnull(human.s_tone) && (human.species.appearance_flags & HAS_SKIN_TONE))
s_tone = human.s_tone
if(human.species.flags & HAS_SKIN_COLOR)
if(human.species.appearance_flags & HAS_SKIN_COLOR)
s_col = list(human.r_skin, human.g_skin, human.b_skin)
/obj/item/organ/external/proc/sync_colour_to_dna()
@@ -29,9 +29,9 @@ var/global/list/limb_icon_cache = list()
s_col = null
if(status & ORGAN_ROBOT)
return
if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.flags & HAS_SKIN_TONE))
if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.appearance_flags & HAS_SKIN_TONE))
s_tone = dna.GetUIValue(DNA_UI_SKIN_TONE)
if(species.flags & HAS_SKIN_COLOR)
if(species.appearance_flags & HAS_SKIN_COLOR)
s_col = list(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
/obj/item/organ/external/head/sync_colour_to_human(var/mob/living/carbon/human/human)
@@ -60,7 +60,7 @@ var/global/list/limb_icon_cache = list()
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
if(owner.lip_style && (species && (species.flags & HAS_LIPS)))
if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
overlays |= lip_icon
mob_icon.Blend(lip_icon, ICON_OVERLAY)
@@ -73,7 +73,7 @@ var/global/list/limb_icon_cache = list()
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
overlays |= facial_s
if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
if(hair_style && (species.name in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
+3 -2
View File
@@ -63,6 +63,7 @@
var/area/area
var/areastring = null
var/obj/item/weapon/cell/cell
var/chargelevel = 0.0005 // Cap for how fast APC cells charge, as a percentage-per-tick (0.01 means cellcharge is capped to 1% per second)
var/start_charge = 90 // initial cell charge %
var/cell_type = /obj/item/weapon/cell/apc
var/opened = 0 //0=closed, 1=opened, 2=cover removed
@@ -1022,7 +1023,7 @@
if(src.attempt_charging())
if(excess > 0) // check to make sure we have enough to charge
// Max charge is capped to % per second constant
var/ch = min(excess*CELLRATE, cell.maxcharge*CHARGELEVEL)
var/ch = min(excess*CELLRATE, cell.maxcharge*chargelevel)
ch = draw_power(ch/CELLRATE) // Removes the power we're taking from the grid
cell.give(ch*CELLRATE) // actually recharge the cell
@@ -1039,7 +1040,7 @@
if(chargemode)
if(!charging)
if(excess > cell.maxcharge*CHARGELEVEL)
if(excess > cell.maxcharge*chargelevel)
chargecount++
else
chargecount = 0
+1 -1
View File
@@ -34,7 +34,7 @@
src << "<span class = 'warning'>The [S] pulls \the [hand] from your grip!</span>"
apply_effect(current_size * 3, IRRADIATE)
if(shoes)
if(shoes.flags & NOSLIP) return 0
if(shoes.item_flags & NOSLIP) return 0
..()
/obj/singularity_act()
@@ -271,20 +271,20 @@
if(H.species && (H.species.flags & NO_PAIN))
return
if(H.head)
if(H.head.flags & MASKCOVERSEYES)
if(H.head.body_parts_covered & EYES)
eyes_covered = 1
safe_thing = H.head
if(H.head.flags & MASKCOVERSMOUTH)
if((H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
mouth_covered = 1
safe_thing = H.head
if(H.wear_mask)
if(!eyes_covered && H.wear_mask.flags & MASKCOVERSEYES)
if(!eyes_covered && H.wear_mask.body_parts_covered & EYES)
eyes_covered = 1
safe_thing = H.wear_mask
if(!mouth_covered && H.wear_mask.flags & MASKCOVERSMOUTH)
if(!mouth_covered && (H.wear_mask.body_parts_covered & FACE) && !(H.wear_mask.item_flags & FLEXIBLEMATERIAL))
mouth_covered = 1
safe_thing = H.wear_mask
if(H.glasses)
if(H.glasses && H.glasses.body_parts_covered & EYES)
if(!eyes_covered)
eyes_covered = 1
if(!safe_thing)
@@ -40,10 +40,10 @@
var/obj/item/safe_thing = null
if(victim.wear_mask)
if (victim.wear_mask.flags & MASKCOVERSEYES)
if (victim.wear_mask.body_parts_covered & EYES)
safe_thing = victim.wear_mask
if(victim.head)
if (victim.head.flags & MASKCOVERSEYES)
if (victim.head.body_parts_covered & EYES)
safe_thing = victim.head
if(victim.glasses)
if (!safe_thing)