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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
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@@ -198,11 +198,11 @@ steam.start() -- spawns the effect
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if (istype(M))
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return 0
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if (M.internal != null)
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if(M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
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if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
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return 0
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.head && (H.head.flags & AIRTIGHT))
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if(H.head && (H.head.item_flags & AIRTIGHT))
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return 0
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return 0
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return 1
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@@ -25,9 +25,13 @@
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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.
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var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
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//Since any item can now be a piece of clothing, this has to be put here so all items share it.
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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.
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//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.
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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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@@ -144,11 +144,11 @@
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mask_check = 1
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if(mask_check)
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if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
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if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
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data["maskConnected"] = 1
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else if(istype(location, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = location
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if(H.head && (H.head.flags & AIRTIGHT))
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if(H.head && (H.head.item_flags & AIRTIGHT))
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data["maskConnected"] = 1
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// update the ui if it exists, returns null if no ui is passed/found
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@@ -192,11 +192,11 @@
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else
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var/can_open_valve
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if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
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if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
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can_open_valve = 1
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else if(istype(location,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = location
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if(H.head && (H.head.flags & AIRTIGHT))
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if(H.head && (H.head.item_flags & AIRTIGHT))
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can_open_valve = 1
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if(can_open_valve)
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