ok this is going to be a pain in the ass ain't it (#2458)
lets hope nothing blows up this time (Flags PR but it works!)
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@@ -35,10 +35,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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pressure_resistance = 4
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var/obj/item/master = null
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
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var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
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var/heat_protection = 0 //flags_1 which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags_1. See setup.dm
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var/cold_protection = 0 //flags_1 which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags_1. See setup.dm
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var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags_1
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var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags_1
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var/list/actions //list of /datum/action's that this item has.
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var/list/actions_types //list of paths of action datums to give to the item on New().
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@@ -48,7 +48,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/item_color = null //this needs deprecating, soonish
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags_1
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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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@@ -86,7 +86,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
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var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class.
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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var/flags_cover = 0 //for flags_1 such as GLASSESCOVERSEYES
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var/heat = 0
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var/sharpness = IS_BLUNT
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var/toolspeed = 1
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@@ -127,7 +127,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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force_string_override = TRUE
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/obj/item/Destroy()
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flags &= ~DROPDEL //prevent reqdels
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flags_1 &= ~DROPDEL_1 //prevent reqdels
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if(ismob(loc))
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var/mob/m = loc
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m.temporarilyRemoveItemFromInventory(src, TRUE)
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@@ -378,7 +378,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(user)
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if(DROPDEL & flags)
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if(DROPDEL_1 & flags_1)
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qdel(src)
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in_inventory = FALSE
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