Uppercases slot defines.
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CitadelStationBot
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@@ -11,7 +11,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define DF_VAR_EDITED (1<<1)
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//FLAGS BITMASK
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#define STOPSPRESSUREDMAGE_1 (1<<0) //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
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#define STOPSPRESSUREDMAGE_1 (1<<0) //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & ITEM_SLOT_BACK) if you see it anywhere
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//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define NODROP_1 (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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+62
-62
@@ -14,76 +14,76 @@
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#define STORAGE_VIEW_DEPTH 2
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//ITEM INVENTORY SLOT BITMASKS
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#define SLOT_OCLOTHING (1<<0)
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#define SLOT_ICLOTHING (1<<1)
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#define SLOT_GLOVES (1<<2)
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#define SLOT_EYES (1<<3)
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#define SLOT_EARS (1<<4)
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#define SLOT_MASK (1<<5)
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#define SLOT_HEAD (1<<6)
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#define SLOT_FEET (1<<7)
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#define SLOT_ID (1<<8)
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#define SLOT_BELT (1<<9)
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#define SLOT_BACK (1<<10)
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#define SLOT_POCKET (1<<11) // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
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#define SLOT_DENYPOCKET (1<<12) // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
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#define SLOT_NECK (1<<13)
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#define ITEM_SLOT_OCLOTHING (1<<0)
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#define ITEM_SLOT_ICLOTHING (1<<1)
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#define ITEM_SLOT_GLOVES (1<<2)
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#define ITEM_SLOT_EYES (1<<3)
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#define ITEM_SLOT_EARS (1<<4)
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#define ITEM_SLOT_MASK (1<<5)
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#define ITEM_SLOT_HEAD (1<<6)
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#define ITEM_SLOT_FEET (1<<7)
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#define ITEM_SLOT_ID (1<<8)
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#define ITEM_SLOT_BELT (1<<9)
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#define ITEM_SLOT_BACK (1<<10)
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#define ITEM_SLOT_POCKET (1<<11) // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
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#define ITEM_SLOT_DENYPOCKET (1<<12) // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
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#define ITEM_SLOT_NECK (1<<13)
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//SLOTS
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#define slot_back 1
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#define slot_wear_mask 2
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#define slot_handcuffed 3
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#define slot_hands 4 //wherever you provide a slot for hands you provide slot_hands
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//slot_hands as a slot will pick ANY available hand
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#define slot_belt 5
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#define slot_wear_id 6
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#define slot_ears 7
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#define slot_glasses 8
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#define slot_gloves 9
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#define slot_neck 10
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#define slot_head 11
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#define slot_shoes 12
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#define slot_wear_suit 13
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#define slot_w_uniform 14
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#define slot_l_store 15
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#define slot_r_store 16
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#define slot_s_store 17
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#define slot_in_backpack 18
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#define slot_legcuffed 19
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#define slot_generic_dextrous_storage 20
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#define SLOT_BACK 1
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#define SLOT_WEAR_MASK 2
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#define SLOT_HANDCUFFED 3
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#define SLOT_HANDS 4 //wherever you provide a slot for hands you provide SLOT_HANDS
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//SLOT_HANDS as a slot will pick ANY available hand
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#define SLOT_BELT 5
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#define SLOT_WEAR_ID 6
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#define SLOT_EARS 7
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#define SLOT_GLASSES 8
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#define SLOT_GLOVES 9
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#define SLOT_NECK 10
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#define SLOT_HEAD 11
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#define SLOT_SHOES 12
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#define SLOT_WEAR_SUIT 13
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#define SLOT_W_UNIFORM 14
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#define SLOT_L_STORE 15
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#define SLOT_R_STORE 16
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#define SLOT_S_STORE 17
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#define SLOT_IN_BACKPACK 18
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#define SLOT_LEGCUFFED 19
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#define SLOT_GENERC_DEXTROUS_STORAGE 20
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#define slots_amt 20 // Keep this up to date!
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#define SLOTS_AMT 20 // Keep this up to date!
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//I hate that this has to exist
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/proc/slotdefine2slotbit(slotdefine) //Keep this up to date with the value of SLOT BITMASKS and SLOTS (the two define sections above)
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. = 0
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switch(slotdefine)
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if(slot_back)
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. = SLOT_BACK
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if(slot_wear_mask)
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. = SLOT_MASK
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if(slot_neck)
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. = SLOT_NECK
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if(slot_belt)
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. = SLOT_BELT
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if(slot_wear_id)
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. = SLOT_ID
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if(slot_ears)
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. = SLOT_EARS
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if(slot_glasses)
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. = SLOT_EYES
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if(slot_gloves)
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. = SLOT_GLOVES
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if(slot_head)
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. = SLOT_HEAD
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if(slot_shoes)
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. = SLOT_FEET
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if(slot_wear_suit)
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. = SLOT_OCLOTHING
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if(slot_w_uniform)
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. = SLOT_ICLOTHING
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if(slot_l_store, slot_r_store)
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. = SLOT_POCKET
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if(SLOT_BACK)
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. = ITEM_SLOT_BACK
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if(SLOT_WEAR_MASK)
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. = ITEM_SLOT_MASK
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if(SLOT_NECK)
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. = ITEM_SLOT_NECK
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if(SLOT_BELT)
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. = ITEM_SLOT_BELT
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if(SLOT_WEAR_ID)
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. = ITEM_SLOT_ID
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if(SLOT_EARS)
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. = ITEM_SLOT_EARS
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if(SLOT_GLASSES)
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. = ITEM_SLOT_EYES
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if(SLOT_GLOVES)
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. = ITEM_SLOT_GLOVES
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if(SLOT_HEAD)
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. = ITEM_SLOT_HEAD
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if(SLOT_SHOES)
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. = ITEM_SLOT_FEET
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if(SLOT_WEAR_SUIT)
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. = ITEM_SLOT_OCLOTHING
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if(SLOT_W_UNIFORM)
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. = ITEM_SLOT_ICLOTHING
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if(SLOT_L_STORE, SLOT_R_STORE)
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. = ITEM_SLOT_POCKET
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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