Moves flags values to item_flags var

Moves flags that seemed to pertain more to equipment to a new item_flags
var in /obj/item
This commit is contained in:
mwerezak
2015-08-18 17:18:25 -04:00
committed by HarpyEagle
parent 2cb46e035c
commit ac738f3db4
34 changed files with 106 additions and 96 deletions
+2 -2
View File
@@ -198,11 +198,11 @@ steam.start() -- spawns the effect
if (istype(M))
return 0
if (M.internal != null)
if(M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
return 0
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
return 0
return 0
return 1
+6 -2
View File
@@ -25,9 +25,13 @@
var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
var/flags_inv = 0
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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)
var/permeability_coefficient = 1 // for chemicals/diseases
@@ -144,11 +144,11 @@
mask_check = 1
if(mask_check)
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
data["maskConnected"] = 1
else if(istype(location, /mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
data["maskConnected"] = 1
// update the ui if it exists, returns null if no ui is passed/found
@@ -192,11 +192,11 @@
else
var/can_open_valve
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
can_open_valve = 1
else if(istype(location,/mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
can_open_valve = 1
if(can_open_valve)