item flags, not clothing flags.
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@@ -26,6 +26,7 @@
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#define ABSTRACT (1<<8) // for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define NO_UNIFORM_REQUIRED (1<<11) // Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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// Flags for the clothing_flags var on /obj/item/clothing
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@@ -37,4 +38,3 @@
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#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define VOICEBOX_TOGGLABLE (1<<6) // The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<7) // The voicebox is currently turned off.
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#define NO_UNIFORM_REQUIRED (1<<8) // Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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@@ -167,9 +167,9 @@
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dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
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if(l_store)
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dropItemToGround(l_store, TRUE)
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if(wear_id && !CHECK_BITFIELD(wear_id.obj_flags, NO_UNIFORM_REQUIRED))
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if(wear_id && !CHECK_BITFIELD(wear_id.item_flags, NO_UNIFORM_REQUIRED))
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dropItemToGround(wear_id)
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if(belt && !CHECK_BITFIELD(belt.obj_flags, NO_UNIFORM_REQUIRED))
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if(belt && !CHECK_BITFIELD(belt.item_flags, NO_UNIFORM_REQUIRED))
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dropItemToGround(belt)
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w_uniform = null
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update_suit_sensors()
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@@ -1019,7 +1019,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(SLOT_BELT)
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if(H.belt)
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return FALSE
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if(!CHECK_BITFIELD(I.obj_flags, NO_UNIFORM_REQUIRED))
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if(!CHECK_BITFIELD(I.item_flags, NO_UNIFORM_REQUIRED))
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var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_CHEST)
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if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
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if(!disable_warning)
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@@ -1061,7 +1061,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(SLOT_WEAR_ID)
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if(H.wear_id)
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return FALSE
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if(!CHECK_BITFIELD(I.obj_flags, NO_UNIFORM_REQUIRED))
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if(!CHECK_BITFIELD(I.item_flags, NO_UNIFORM_REQUIRED))
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var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_CHEST)
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if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
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if(!disable_warning)
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@@ -69,7 +69,7 @@
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icon_state = "towel"
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item_state = "towel"
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slot_flags = ITEM_SLOT_HEAD | ITEM_SLOT_BELT | ITEM_SLOT_OCLOTHING
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obj_flags = NO_UNIFORM_REQUIRED //so it can be worn on the belt slot even with no uniform.
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item_flags = NO_UNIFORM_REQUIRED //so it can be worn on the belt slot even with no uniform.
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force = 1
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("whipped")
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