From 87b3df3069eb2ed0750bdf79a674a1da6d61d746 Mon Sep 17 00:00:00 2001 From: CitadelStationBot Date: Thu, 17 Aug 2017 09:19:14 -0500 Subject: [PATCH] Replace all secondary flags with bitflags stored in the flags_2 var --- code/__DEFINES/flags.dm | 72 ++-- code/__DEFINES/reagents.dm | 8 +- code/__HELPERS/flags.dm | 4 - code/__HELPERS/game.dm | 2 +- code/__HELPERS/icons.dm | 8 +- code/_onclick/adjacent.dm | 4 +- code/_onclick/click.dm | 6 +- code/_onclick/hud/screen_objects.dm | 2 +- code/_onclick/item_attack.dm | 4 +- code/_onclick/telekinesis.dm | 2 +- .../subsystem/processing/overlays.dm | 6 +- code/controllers/subsystem/shuttle.dm | 10 +- code/controllers/subsystem/throwing.dm | 2 +- code/datums/diseases/magnitis.dm | 6 +- code/datums/riding.dm.rej | 10 + code/game/area/Space_Station_13_areas.dm | 408 +++++++++--------- code/game/area/Space_Station_13_areas.dm.rej | 29 ++ code/game/area/areas.dm | 2 +- code/game/area/areas/centcom.dm | 12 +- code/game/area/areas/holodeck.dm | 2 +- code/game/area/areas/mining.dm | 6 +- code/game/atoms.dm | 16 +- code/game/atoms_movable.dm | 22 +- .../gamemodes/changeling/powers/mutations.dm | 12 +- .../changeling/powers/mutations.dm.rej | 19 + .../gamemodes/changeling/powers/transform.dm | 16 +- .../clock_helpers/fabrication_helpers.dm | 2 +- .../clock_helpers/slab_abilities.dm | 4 +- .../clock_cult/clock_items/clockwork_armor.dm | 16 +- .../clock_items/replica_fabricator.dm | 4 +- .../ark_of_the_clockwork_justicar.dm | 2 +- .../clock_structures/geis_binding.dm | 2 +- .../clock_cult/clock_structures/wall_gear.dm | 2 +- code/game/gamemodes/cult/cult_items.dm | 6 +- code/game/gamemodes/cult/cult_items.dm.rej | 10 + code/game/gamemodes/cult/talisman.dm.rej | 10 + .../gamemodes/devil/true_devil/_true_devil.dm | 2 +- code/game/gamemodes/gang/dominator.dm | 4 +- code/game/gamemodes/gang/gang_items.dm | 2 +- code/game/gamemodes/gang/recaller.dm | 2 +- .../miniantags/abduction/abduction_gear.dm | 6 +- .../abduction/abduction_gear.dm.rej | 10 + .../abduction/abduction_outfits.dm.rej | 10 + .../miniantags/abduction/machinery/console.dm | 2 +- .../miniantags/revenant/revenant_abilities.dm | 4 +- code/game/gamemodes/nuclear/pinpointer.dm | 4 +- code/game/gamemodes/wizard/artefact.dm | 2 +- code/game/gamemodes/wizard/spellbook.dm | 4 +- code/game/machinery/PDApainter.dm | 2 +- code/game/machinery/aug_manipulator.dm | 2 +- code/game/machinery/autolathe.dm | 2 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/camera/camera.dm | 4 +- code/game/machinery/camera/camera_assembly.dm | 2 +- .../machinery/computer/buildandrepair.dm.rej | 10 + code/game/machinery/constructable_frame.dm | 4 +- code/game/machinery/deployable.dm | 2 +- code/game/machinery/doors/airlock.dm | 4 +- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/door.dm.rej | 10 + code/game/machinery/doors/firedoor.dm | 4 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/doors/windowdoor.dm.rej | 19 + code/game/machinery/droneDispenser.dm | 4 +- code/game/machinery/firealarm.dm.rej | 16 + code/game/machinery/flasher.dm | 4 +- code/game/machinery/hologram.dm | 2 +- code/game/machinery/iv_drip.dm | 2 +- code/game/machinery/launch_pad.dm | 2 +- code/game/machinery/limbgrower.dm.rej | 10 + code/game/machinery/magnet.dm | 2 +- code/game/machinery/newscaster.dm.rej | 18 + .../machinery/porta_turret/portable_turret.dm | 2 +- code/game/machinery/recycler.dm.rej | 10 + code/game/machinery/shieldgen.dm | 4 +- code/game/machinery/suit_storage_unit.dm | 2 +- code/game/machinery/vending.dm | 4 +- code/game/mecha/mecha.dm | 2 +- code/game/mecha/mecha_parts.dm | 4 +- code/game/objects/effects/mines.dm.rej | 10 + code/game/objects/items.dm | 2 +- code/game/objects/items.dm.rej | 10 + code/game/objects/items/apc_frame.dm | 4 +- code/game/objects/items/cardboard_cutouts.dm | 2 +- code/game/objects/items/devices/PDA/PDA.dm | 2 +- code/game/objects/items/devices/aicard.dm | 2 +- code/game/objects/items/devices/camera_bug.dm | 2 +- .../objects/items/devices/chameleonproj.dm | 2 +- code/game/objects/items/devices/doorCharge.dm | 2 +- code/game/objects/items/devices/flashlight.dm | 8 +- .../items/devices/forcefieldprojector.dm | 2 +- code/game/objects/items/devices/gps.dm | 4 +- .../objects/items/devices/laserpointer.dm | 2 +- .../objects/items/devices/lightreplacer.dm | 2 +- .../objects/items/devices/pipe_painter.dm | 2 +- code/game/objects/items/devices/powersink.dm | 2 +- .../items/devices/radio/electropack.dm | 6 +- .../objects/items/devices/radio/headset.dm | 25 +- .../game/objects/items/devices/radio/radio.dm | 4 +- code/game/objects/items/devices/scanners.dm | 10 +- .../objects/items/devices/taperecorder.dm | 2 +- .../objects/items/devices/traitordevices.dm | 2 +- code/game/objects/items/eightball.dm | 2 +- code/game/objects/items/religion.dm | 4 +- .../objects/items/robot/robot_items.dm.rej | 10 + code/game/objects/items/stacks/rods.dm | 2 +- .../objects/items/stacks/sheets/leather.dm | 4 +- .../game/objects/items/stacks/sheets/light.dm | 2 +- .../items/stacks/sheets/sheet_types.dm | 4 +- code/game/objects/items/stacks/telecrystal.dm | 2 +- code/game/objects/items/stacks/tiles/light.dm | 2 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/stacks/wrap.dm.rej | 19 + code/game/objects/items/toys.dm | 4 +- code/game/objects/items/toys.dm.rej | 12 + .../objects/items/weapons/grenades/plastic.dm | 5 +- .../objects/items/weapons/holy_weapons.dm | 2 +- code/game/objects/objs.dm | 2 +- code/game/objects/structures/aliens.dm | 4 +- code/game/objects/structures/barsigns.dm | 2 +- .../structures/beds_chairs/alien_nest.dm | 2 +- .../objects/structures/beds_chairs/bed.dm | 2 +- .../objects/structures/beds_chairs/bed.dm.rej | 10 + .../objects/structures/beds_chairs/chair.dm | 6 +- .../structures/beds_chairs/chair.dm.rej | 10 + .../structures/crates_lockers/closets.dm | 4 +- .../structures/crates_lockers/closets.dm.rej | 16 + .../structures/destructible_structures.dm | 2 +- .../objects/structures/displaycase.dm.rej | 19 + code/game/objects/structures/door_assembly.dm | 2 +- code/game/objects/structures/extinguisher.dm | 4 +- code/game/objects/structures/false_walls.dm | 2 +- code/game/objects/structures/fireaxe.dm | 2 +- code/game/objects/structures/fireaxe.dm.rej | 10 + code/game/objects/structures/flora.dm.rej | 34 +- code/game/objects/structures/girders.dm | 4 +- code/game/objects/structures/grille.dm | 6 +- code/game/objects/structures/janicart.dm.rej | 10 + code/game/objects/structures/lattice.dm | 4 +- .../objects/structures/manned_turret.dm.rej | 10 + code/game/objects/structures/mirror.dm.rej | 18 + code/game/objects/structures/mop_bucket.dm | 2 +- code/game/objects/structures/noticeboard.dm | 2 +- code/game/objects/structures/plasticflaps.dm | 2 +- code/game/objects/structures/statues.dm | 2 +- code/game/objects/structures/tables_racks.dm | 8 +- .../objects/structures/tables_racks.dm.rej | 37 ++ .../game/objects/structures/tank_dispenser.dm | 2 +- code/game/objects/structures/target_stake.dm | 2 +- .../transit_tubes/transit_tube_pod.dm | 2 +- code/game/objects/structures/watercloset.dm | 2 +- .../objects/structures/watercloset.dm.rej | 10 + code/game/objects/structures/window.dm | 20 +- code/game/objects/structures/window.dm.rej | 10 + code/game/turfs/open.dm | 4 +- code/game/turfs/simulated/dirtystation.dm | 4 +- .../game/turfs/simulated/floor/fancy_floor.dm | 2 +- .../turfs/simulated/floor/fancy_floor.dm.rej | 10 + .../turfs/simulated/floor/plating/asteroid.dm | 2 +- .../simulated/floor/plating/misc_plating.dm | 2 +- .../turfs/simulated/wall/mineral_walls.dm | 2 +- code/game/turfs/space/transit.dm | 2 +- code/game/turfs/turf.dm | 10 +- code/game/turfs/turf.dm.rej | 10 + code/modules/admin/secrets.dm | 2 +- code/modules/admin/verbs/onlyone.dm | 2 +- code/modules/assembly/assembly.dm | 2 +- code/modules/assembly/bomb.dm.rej | 10 + code/modules/assembly/holder.dm | 2 +- code/modules/assembly/shock_kit.dm | 2 +- code/modules/assembly/voice.dm | 2 +- .../atmospherics/machinery/airalarm.dm.rej | 10 + .../atmospherics/machinery/atmosmachinery.dm | 2 +- .../machinery/portable/canister.dm | 4 +- code/modules/awaymissions/capture_the_flag.dm | 1 + .../awaymissions/capture_the_flag.dm.rej | 18 + code/modules/cargo/export_scanner.dm | 2 +- code/modules/cargo/exports.dm | 2 +- code/modules/clothing/chameleon.dm | 10 +- code/modules/clothing/chameleon.dm.rej | 10 + code/modules/clothing/clothing.dm | 8 +- code/modules/clothing/clothing.dm.rej | 10 + code/modules/clothing/ears/ears.dm | 6 +- code/modules/clothing/glasses/glasses.dm | 2 +- code/modules/clothing/glasses/glasses.dm.rej | 10 + code/modules/clothing/glasses/hud.dm | 2 +- code/modules/clothing/head/hardhat.dm | 6 +- code/modules/clothing/head/helmet.dm | 10 +- code/modules/clothing/head/jobs.dm | 2 +- code/modules/clothing/head/misc.dm | 2 +- code/modules/clothing/masks/breath.dm | 4 +- code/modules/clothing/masks/gasmask.dm | 14 +- code/modules/clothing/masks/hailer.dm | 4 +- code/modules/clothing/shoes/bananashoes.dm | 6 +- code/modules/clothing/shoes/magboots.dm | 6 +- code/modules/clothing/shoes/miscellaneous.dm | 6 +- .../modules/clothing/spacesuits/chronosuit.dm | 14 +- .../modules/clothing/spacesuits/flightsuit.dm | 14 +- code/modules/clothing/spacesuits/hardsuit.dm | 12 +- .../clothing/spacesuits/miscellaneous.dm | 14 +- code/modules/clothing/suits/armor.dm | 4 +- code/modules/clothing/suits/armor.dm.rej | 10 + code/modules/clothing/suits/bio.dm | 2 +- code/modules/clothing/suits/bio.dm.rej | 10 + code/modules/clothing/suits/cloaks.dm | 2 +- code/modules/clothing/suits/miscellaneous.dm | 8 +- code/modules/clothing/suits/utility.dm | 6 +- code/modules/clothing/suits/utility.dm.rej | 19 + code/modules/clothing/under/color.dm | 2 +- code/modules/clothing/under/miscellaneous.dm | 2 +- code/modules/crafting/craft.dm | 4 +- code/modules/crafting/craft.dm.rej | 10 + .../detectivework/footprints_and_rag.dm | 4 +- code/modules/detectivework/scanner.dm | 2 +- code/modules/events/sentience.dm | 2 +- code/modules/events/wizard/curseditems.dm | 4 +- code/modules/fields/turf_objects.dm.rej | 10 + code/modules/food_and_drinks/drinks/drinks.dm | 6 +- .../food_and_drinks/drinks/drinks.dm.rej | 10 + code/modules/food_and_drinks/food.dm.rej | 10 + .../modules/food_and_drinks/food/condiment.dm | 2 +- .../food_and_drinks/food/customizables.dm | 2 +- .../kitchen_machinery/deep_fryer.dm.rej | 10 + .../kitchen_machinery/food_cart.dm | 2 +- .../kitchen_machinery/food_cart.dm.rej | 10 + .../kitchen_machinery/icecream_vat.dm | 2 +- .../kitchen_machinery/icecream_vat.dm.rej | 10 + .../kitchen_machinery/microwave.dm | 8 +- code/modules/games/cards.dm | 2 +- code/modules/holodeck/area_copy.dm | 2 +- code/modules/holodeck/computer.dm | 8 +- code/modules/holodeck/items.dm | 2 +- code/modules/holodeck/turfs.dm | 2 +- code/modules/hydroponics/beekeeping/beebox.dm | 2 +- .../hydroponics/beekeeping/beekeeper_suit.dm | 4 +- code/modules/hydroponics/grown/towercap.dm | 2 +- code/modules/hydroponics/hydroitemdefines.dm | 10 +- .../modules/mining/equipment/explorer_gear.dm | 2 +- code/modules/mining/equipment/goliath_hide.dm | 2 +- .../mining/equipment/marker_beacons.dm | 2 +- .../mining/equipment/mineral_scanner.dm | 4 +- code/modules/mining/equipment/mining_tools.dm | 4 +- .../mining/equipment/mining_tools.dm.rej | 19 + .../mining/equipment/regenerative_core.dm | 2 +- .../mining/equipment/survival_pod.dm.rej | 35 ++ .../mining/lavaland/necropolis_chests.dm | 4 +- code/modules/mining/ores_coins.dm | 2 +- .../modules/mob/dead/new_player/new_player.dm | 4 +- code/modules/mob/inventory.dm | 12 +- code/modules/mob/living/bloodcrawl.dm | 2 +- code/modules/mob/living/bloodcrawl.dm.rej | 10 + code/modules/mob/living/brain/brain_item.dm | 2 +- .../living/carbon/alien/humanoid/humanoid.dm | 2 +- .../mob/living/carbon/alien/humanoid/queen.dm | 2 +- .../living/carbon/alien/special/facehugger.dm | 2 +- code/modules/mob/living/carbon/carbon.dm | 12 +- code/modules/mob/living/carbon/carbon.dm.rej | 19 + .../mob/living/carbon/carbon_defense.dm | 6 +- code/modules/mob/living/carbon/examine.dm | 2 +- .../mob/living/carbon/human/examine.dm | 2 +- code/modules/mob/living/carbon/human/human.dm | 10 +- .../mob/living/carbon/human/human.dm.rej | 91 ++++ .../mob/living/carbon/human/human_defense.dm | 2 +- .../mob/living/carbon/human/human_helpers.dm | 4 +- .../mob/living/carbon/human/human_movement.dm | 4 +- code/modules/mob/living/carbon/human/life.dm | 8 +- .../mob/living/carbon/human/species.dm | 10 +- .../carbon/human/species_types/plasmamen.dm | 2 +- code/modules/mob/living/carbon/life.dm | 2 +- .../mob/living/carbon/monkey/combat.dm.rej | 19 + code/modules/mob/living/carbon/monkey/life.dm | 2 +- code/modules/mob/living/death.dm | 2 +- code/modules/mob/living/living.dm | 4 +- code/modules/mob/living/living_defense.dm | 2 +- .../mob/living/silicon/pai/software.dm | 6 +- .../mob/living/silicon/robot/inventory.dm | 4 +- .../modules/mob/living/silicon/robot/robot.dm | 4 +- .../mob/living/silicon/robot/robot_modules.dm | 2 +- .../living/silicon/robot/robot_modules.dm.rej | 10 + .../simple_animal/friendly/drone/_drone.dm | 8 +- .../simple_animal/guardian/types/dextrous.dm | 4 +- .../simple_animal/hostile/jungle_mobs.dm.rej | 10 + .../hostile/megafauna/colossus.dm | 4 +- .../simple_animal/hostile/wumborian_fugu.dm | 2 +- code/modules/mob/mob.dm | 2 +- code/modules/mob/mob_defines.dm | 2 +- code/modules/mob/mob_helpers.dm | 2 +- code/modules/mob/mob_movement.dm | 2 +- code/modules/mob/say_readme.dm | 8 +- .../computers/item/computer_damage.dm | 2 +- .../computers/item/laptop.dm | 6 +- .../machinery/modular_computer.dm.rej | 10 + code/modules/ninja/suit/gloves.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 16 +- code/modules/paperwork/contract.dm.rej | 10 + code/modules/paperwork/filingcabinet.dm | 2 +- code/modules/paperwork/paperplane.dm | 2 +- code/modules/paperwork/pen.dm.rej | 10 + code/modules/paperwork/photocopier.dm | 2 +- code/modules/paperwork/photography.dm | 4 +- code/modules/paperwork/photography.dm.rej | 10 + code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/apc.dm | 4 +- code/modules/power/cable.dm | 4 +- code/modules/power/lighting.dm | 8 +- code/modules/power/singularity/collector.dm | 2 +- code/modules/power/singularity/emitter.dm.rej | 12 + .../particle_accelerator.dm | 2 +- code/modules/power/solar.dm | 8 +- .../power/supermatter/supermatter.dm.rej | 10 + code/modules/power/tesla/energy_ball.dm | 2 +- code/modules/power/tracker.dm | 4 +- code/modules/projectiles/ammunition.dm | 2 +- .../projectiles/ammunition/ammo_casings.dm | 2 +- code/modules/projectiles/box_magazine.dm | 2 +- code/modules/projectiles/gun.dm | 2 +- .../guns/ballistic/laser_gatling.dm | 7 +- .../projectiles/guns/ballistic/revolver.dm | 2 +- .../projectiles/guns/ballistic/shotgun.dm | 4 +- .../projectiles/guns/beam_rifle.dm.rej | 10 + code/modules/projectiles/guns/energy/laser.dm | 2 +- .../projectiles/guns/energy/pulse.dm.rej | 10 + .../projectiles/guns/energy/special.dm | 6 +- code/modules/projectiles/guns/magic.dm | 2 +- code/modules/projectiles/pins.dm | 2 +- code/modules/projectiles/projectile.dm | 4 +- code/modules/projectiles/projectile.dm.rej | 10 + code/modules/projectiles/projectile/magic.dm | 2 +- .../chemistry/machinery/chem_dispenser.dm.rej | 10 + .../chemistry/machinery/chem_heater.dm.rej | 10 + .../chemistry/machinery/chem_master.dm.rej | 10 + .../chemistry/machinery/pandemic.dm.rej | 10 + .../chemistry/machinery/reagentgrinder.dm.rej | 10 + .../reagent_containers/dropper.dm.rej | 10 + .../reagents/reagent_containers/glass.dm | 4 +- .../reagents/reagent_containers/glass.dm.rej | 28 ++ .../reagents/reagent_containers/hypospray.dm | 2 +- .../reagent_containers/hypospray.dm.rej | 12 + .../reagents/reagent_containers/spray.dm | 4 +- .../reagent_containers/syringes.dm.rej | 10 + code/modules/reagents/reagent_dispenser.dm | 4 +- code/modules/recycling/disposal-structures.dm | 2 +- code/modules/recycling/disposal-unit.dm | 4 +- code/modules/recycling/sortingmachinery.dm | 2 +- code/modules/research/circuitprinter.dm.rej | 10 + code/modules/research/protolathe.dm.rej | 10 + .../research/xenobiology/xenobiology.dm | 18 +- .../ruins/objects_and_mobs/necropolis_gate.dm | 2 +- code/modules/shuttle/shuttle.dm | 2 +- code/modules/shuttle/special.dm | 6 +- code/modules/spells/spell_types/barnyard.dm | 2 +- .../spells/spell_types/ethereal_jaunt.dm | 2 +- .../modules/spells/spell_types/godhand.dm.rej | 10 + code/modules/spells/spell_types/lichdom.dm | 2 +- code/modules/spells/spell_types/summonitem.dm | 4 +- code/modules/station_goals/dna_vault.dm | 2 +- .../surgery/bodyparts/robot_bodyparts.dm | 12 +- code/modules/surgery/cavity_implant.dm | 2 +- code/modules/surgery/organs/augments_arms.dm | 2 +- .../surgery/organs/augments_internal.dm | 8 +- code/modules/surgery/organs/ears.dm | 2 +- code/modules/surgery/tools.dm | 24 +- code/modules/vehicles/pimpin_ride.dm | 2 +- code/modules/zombie/items.dm | 2 +- tgstation.dme | 1 - 367 files changed, 1887 insertions(+), 880 deletions(-) delete mode 100644 code/__HELPERS/flags.dm create mode 100644 code/datums/riding.dm.rej create mode 100644 code/game/area/Space_Station_13_areas.dm.rej create mode 100644 code/game/gamemodes/changeling/powers/mutations.dm.rej create mode 100644 code/game/gamemodes/cult/cult_items.dm.rej create mode 100644 code/game/gamemodes/cult/talisman.dm.rej create mode 100644 code/game/gamemodes/miniantags/abduction/abduction_gear.dm.rej create mode 100644 code/game/gamemodes/miniantags/abduction/abduction_outfits.dm.rej create mode 100644 code/game/machinery/computer/buildandrepair.dm.rej create mode 100644 code/game/machinery/doors/door.dm.rej create mode 100644 code/game/machinery/doors/windowdoor.dm.rej create mode 100644 code/game/machinery/firealarm.dm.rej create mode 100644 code/game/machinery/limbgrower.dm.rej create mode 100644 code/game/machinery/newscaster.dm.rej create mode 100644 code/game/machinery/recycler.dm.rej create mode 100644 code/game/objects/effects/mines.dm.rej create mode 100644 code/game/objects/items.dm.rej create mode 100644 code/game/objects/items/robot/robot_items.dm.rej create mode 100644 code/game/objects/items/stacks/wrap.dm.rej create mode 100644 code/game/objects/items/toys.dm.rej create mode 100644 code/game/objects/structures/beds_chairs/bed.dm.rej create mode 100644 code/game/objects/structures/beds_chairs/chair.dm.rej create mode 100644 code/game/objects/structures/crates_lockers/closets.dm.rej create mode 100644 code/game/objects/structures/displaycase.dm.rej create mode 100644 code/game/objects/structures/fireaxe.dm.rej create mode 100644 code/game/objects/structures/janicart.dm.rej create mode 100644 code/game/objects/structures/manned_turret.dm.rej create mode 100644 code/game/objects/structures/mirror.dm.rej create mode 100644 code/game/objects/structures/tables_racks.dm.rej create mode 100644 code/game/objects/structures/watercloset.dm.rej create mode 100644 code/game/objects/structures/window.dm.rej create mode 100644 code/game/turfs/simulated/floor/fancy_floor.dm.rej create mode 100644 code/game/turfs/turf.dm.rej create mode 100644 code/modules/assembly/bomb.dm.rej create mode 100644 code/modules/atmospherics/machinery/airalarm.dm.rej create mode 100644 code/modules/awaymissions/capture_the_flag.dm.rej create mode 100644 code/modules/clothing/chameleon.dm.rej create mode 100644 code/modules/clothing/clothing.dm.rej create mode 100644 code/modules/clothing/glasses/glasses.dm.rej create mode 100644 code/modules/clothing/suits/armor.dm.rej create mode 100644 code/modules/clothing/suits/bio.dm.rej create mode 100644 code/modules/clothing/suits/utility.dm.rej create mode 100644 code/modules/crafting/craft.dm.rej create mode 100644 code/modules/fields/turf_objects.dm.rej create mode 100644 code/modules/food_and_drinks/drinks/drinks.dm.rej create mode 100644 code/modules/food_and_drinks/food.dm.rej create mode 100644 code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm.rej create mode 100644 code/modules/food_and_drinks/kitchen_machinery/food_cart.dm.rej create mode 100644 code/modules/food_and_drinks/kitchen_machinery/icecream_vat.dm.rej create mode 100644 code/modules/mining/equipment/mining_tools.dm.rej create mode 100644 code/modules/mining/equipment/survival_pod.dm.rej create mode 100644 code/modules/mob/living/bloodcrawl.dm.rej create mode 100644 code/modules/mob/living/carbon/carbon.dm.rej create mode 100644 code/modules/mob/living/carbon/human/human.dm.rej create mode 100644 code/modules/mob/living/carbon/monkey/combat.dm.rej create mode 100644 code/modules/mob/living/silicon/robot/robot_modules.dm.rej create mode 100644 code/modules/mob/living/simple_animal/hostile/jungle_mobs.dm.rej create mode 100644 code/modules/modular_computers/computers/machinery/modular_computer.dm.rej create mode 100644 code/modules/paperwork/contract.dm.rej create mode 100644 code/modules/paperwork/pen.dm.rej create mode 100644 code/modules/paperwork/photography.dm.rej create mode 100644 code/modules/power/singularity/emitter.dm.rej create mode 100644 code/modules/power/supermatter/supermatter.dm.rej create mode 100644 code/modules/projectiles/guns/beam_rifle.dm.rej create mode 100644 code/modules/projectiles/guns/energy/pulse.dm.rej create mode 100644 code/modules/projectiles/projectile.dm.rej create mode 100644 code/modules/reagents/chemistry/machinery/chem_dispenser.dm.rej create mode 100644 code/modules/reagents/chemistry/machinery/chem_heater.dm.rej create mode 100644 code/modules/reagents/chemistry/machinery/chem_master.dm.rej create mode 100644 code/modules/reagents/chemistry/machinery/pandemic.dm.rej create mode 100644 code/modules/reagents/chemistry/machinery/reagentgrinder.dm.rej create mode 100644 code/modules/reagents/reagent_containers/dropper.dm.rej create mode 100644 code/modules/reagents/reagent_containers/glass.dm.rej create mode 100644 code/modules/reagents/reagent_containers/hypospray.dm.rej create mode 100644 code/modules/reagents/reagent_containers/syringes.dm.rej create mode 100644 code/modules/research/circuitprinter.dm.rej create mode 100644 code/modules/research/protolathe.dm.rej create mode 100644 code/modules/spells/spell_types/godhand.dm.rej diff --git a/code/__DEFINES/flags.dm b/code/__DEFINES/flags.dm index 2b046c2b49..b464ea130c 100644 --- a/code/__DEFINES/flags.dm +++ b/code/__DEFINES/flags.dm @@ -1,5 +1,5 @@ /* - These defines are specific to the atom/flags bitmask + These defines are specific to the atom/flags_1 bitmask */ #define ALL ~0 //For convenience. #define NONE 0 @@ -7,58 +7,58 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768)) //FLAGS BITMASK -#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags 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 +#define STOPSPRESSUREDMAGE_1 1 //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 //To successfully stop you taking all pressure damage you must have both a suit and head item with this flag. -#define NODROP 2 // 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. -#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() -#define MASKINTERNALS 8 // mask allows internals -#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. -#define CHECK_RICOCHET 32 // Projectiels will check ricochet on things impacted that have this. -#define CONDUCT 64 // conducts electricity (metal etc.) -#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way -#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff -#define OVERLAY_QUEUED 256 //atom queued to SSoverlay -#define ON_BORDER 512 // item has priority to check when entering or leaving +#define NODROP_1 2 // 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. +#define NOBLUDGEON_1 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() +#define MASKINTERNALS_1 8 // mask allows internals +#define HEAR_1 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. +#define CHECK_RICOCHET_1 32 // Projectiels will check ricochet on things impacted that have this. +#define CONDUCT_1 64 // conducts electricity (metal etc.) +#define ABSTRACT_1 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way +#define NODECONSTRUCT_1 128 // For machines and structures that should not break into parts, eg, holodeck stuff +#define OVERLAY_QUEUED_1 256 // atom queued to SSoverlay +#define ON_BORDER_1 512 // item has priority to check when entering or leaving -#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc -#define CLEAN_ON_MOVE 2048 +#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc +#define CLEAN_ON_MOVE_1 2048 -// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment. -#define BLOCK_GAS_SMOKE_EFFECT 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! -#define THICKMATERIAL 8192 //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. -#define DROPDEL 16384 // When dropped, it calls qdel on itself -#define PREVENT_CLICK_UNDER 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows +// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment. +#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! +#define THICKMATERIAL_1 8192 //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. +#define DROPDEL_1 16384 // When dropped, it calls qdel on itself +#define PREVENT_CLICK_UNDER_1 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows -/* Secondary atom flags, access using the SECONDARY_FLAG macros */ +/* Secondary atom flags, for the flags_2 var, denoted with a _2 */ -#define SLOWS_WHILE_IN_HAND "slows_while_in_hand" -#define NO_EMP_WIRES "no_emp_wires" -#define HOLOGRAM "hologram" -#define FROZEN "frozen" -#define STATIONLOVING "stationloving" -#define INFORM_ADMINS_ON_RELOCATE "inform_admins_on_relocate" -#define BANG_PROTECT "bang_protect" +#define SLOWS_WHILE_IN_HAND_2 1 +#define NO_EMP_WIRES_2 2 +#define HOLOGRAM_2 4 +#define FROZEN_2 8 +#define STATIONLOVING_2 16 +#define INFORM_ADMINS_ON_RELOCATE_2 32 +#define BANG_PROTECT_2 64 // An item worn in the ear slot with HEALS_EARS will heal your ears each // Life() tick, even if normally your ears would be too damaged to heal. -#define HEALS_EARS "heals_ears" +#define HEALS_EARS_2 128 // A mob with OMNITONGUE has no restriction in the ability to speak // languages that they know. So even if they wouldn't normally be able to // through mob or tongue restrictions, this flag allows them to ignore // those restrictions. -#define OMNITONGUE "omnitongue" +#define OMNITONGUE_2 256 // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity -#define TESLA_IGNORE "tesla_ignore" +#define TESLA_IGNORE_2 512 //turf-only flags -#define NOJAUNT 1 -#define UNUSED_TRANSIT_TURF 2 -#define CAN_BE_DIRTY 4 //If a turf can be made dirty at roundstart. This is also used in areas. -#define NO_DEATHRATTLE 16 // Do not notify deadchat about any deaths that occur on this turf. -//#define CHECK_RICOCHET 32 //Same thing as atom flag. +#define NOJAUNT_1 1 +#define UNUSED_TRANSIT_TURF_1 2 +#define CAN_BE_DIRTY_1 4 // If a turf can be made dirty at roundstart. This is also used in areas. +#define NO_DEATHRATTLE_1 16 // Do not notify deadchat about any deaths that occur on this turf. +//#define CHECK_RICOCHET_1 32 //Same thing as atom flag. /* These defines are used specifically with the atom/pass_flags bitmask @@ -90,5 +90,3 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204 #define ACID_PROOF 32 //acid stuck on it doesn't melt it. #define INDESTRUCTIBLE 64 //doesn't take damage #define FREEZE_PROOF 128 //can't be frozen - -// language secondary flags for atoms diff --git a/code/__DEFINES/reagents.dm b/code/__DEFINES/reagents.dm index b43fddadb5..9e17719e76 100644 --- a/code/__DEFINES/reagents.dm +++ b/code/__DEFINES/reagents.dm @@ -2,10 +2,10 @@ #define LIQUID 2 #define GAS 3 -#define INJECTABLE 1024 //Makes reagents addable through droppers and syringes -#define DRAWABLE 2048 //If a syringe can draw from it -#define OPENCONTAINER 4096 //Is an open container for chemistry purposes -#define TRANSPARENT 8192 //Used for non-open containers which you still want to be able to see the reagents off. +#define INJECTABLE_1 1024 //Makes reagents addable through droppers and syringes +#define DRAWABLE_1 2048 //If a syringe can draw from it +#define OPENCONTAINER_1 4096 //Is an open container for chemistry purposes +#define TRANSPARENT_1 8192 //Used for non-open containers which you still want to be able to see the reagents off. #define TOUCH 1 //splashing #define INGEST 2 //ingestion diff --git a/code/__HELPERS/flags.dm b/code/__HELPERS/flags.dm deleted file mode 100644 index 5a6c1f3ab4..0000000000 --- a/code/__HELPERS/flags.dm +++ /dev/null @@ -1,4 +0,0 @@ -#define HAS_SECONDARY_FLAG(atom, sflag) (atom.secondary_flags ? atom.secondary_flags[sflag] : FALSE) -#define SET_SECONDARY_FLAG(atom, sflag) if(!atom.secondary_flags) { atom.secondary_flags = list(); } atom.secondary_flags[sflag] = TRUE; -#define CLEAR_SECONDARY_FLAG(atom, sflag) if(atom.secondary_flags) atom.secondary_flags[sflag] = null -#define TOGGLE_SECONDARY_FLAG(atom, sflag) if(HAS_SECONDARY_FLAG(atom, sflag)) { CLEAR_SECONDARY_FLAG(atom, sflag); } else {SET_SECONDARY_FLAG(atom, sflag) ; } diff --git a/code/__HELPERS/game.dm b/code/__HELPERS/game.dm index 9b1507771a..d1d330fb01 100644 --- a/code/__HELPERS/game.dm +++ b/code/__HELPERS/game.dm @@ -164,7 +164,7 @@ . = list() while(processing_list.len) var/atom/A = processing_list[1] - if(A.flags & HEAR) + if(A.flags_1 & HEAR_1) . += A processing_list.Cut(1, 2) processing_list += A.contents diff --git a/code/__HELPERS/icons.dm b/code/__HELPERS/icons.dm index b245b1f146..9b16644b4c 100644 --- a/code/__HELPERS/icons.dm +++ b/code/__HELPERS/icons.dm @@ -978,19 +978,19 @@ GLOBAL_LIST_EMPTY(friendly_animal_types) // Used to make the frozen item visuals for Freon. if(resistance_flags & FREEZE_PROOF) return - if(!HAS_SECONDARY_FLAG(src, FROZEN)) + if(!(flags_2 & FROZEN_2)) name = "frozen [name]" add_atom_colour(list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)), TEMPORARY_COLOUR_PRIORITY) alpha -= 25 - SET_SECONDARY_FLAG(src, FROZEN) + flags_2 |= FROZEN_2 //Assumes already frozed /obj/proc/make_unfrozen() - if(HAS_SECONDARY_FLAG(src, FROZEN)) + if(flags_2 & FROZEN_2) name = replacetext(name, "frozen ", "") remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0))) alpha += 25 - CLEAR_SECONDARY_FLAG(src, FROZEN) + flags_2 &= ~FROZEN_2 #undef FROZEN_RED_COLOR #undef FROZEN_GREEN_COLOR diff --git a/code/_onclick/adjacent.dm b/code/_onclick/adjacent.dm index eaa6525203..765e659c32 100644 --- a/code/_onclick/adjacent.dm +++ b/code/_onclick/adjacent.dm @@ -85,7 +85,7 @@ /* This checks if you there is uninterrupted airspace between that turf and this one. - This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW. + This is defined as any dense ON_BORDER_1 object, or any dense object without LETPASSTHROW. The border_only flag allows you to not objects (for source and destination squares) */ /turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null) @@ -95,7 +95,7 @@ if(O == target_atom || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf continue // LETPASSTHROW is used for anything you can click through (or the firedoor special case, see above) - if( O.flags&ON_BORDER) // windows are on border, check them first + if( O.flags_1&ON_BORDER_1) // windows are on border, check them first if( O.dir & target_dir || O.dir & (O.dir-1) ) // full tile windows are just diagonals mechanically return 0 //O.dir&(O.dir-1) is false for any cardinal direction, but true for diagonal ones diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm index 7e38d59998..079873030d 100644 --- a/code/_onclick/click.dm +++ b/code/_onclick/click.dm @@ -144,7 +144,7 @@ else RangedAttack(A,params) -//Is the atom obscured by a PREVENT_CLICK_UNDER object above it +//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it /atom/proc/IsObscured() if(!isturf(loc)) //This only makes sense for things directly on turfs for now return FALSE @@ -152,13 +152,13 @@ if(!T) return FALSE for(var/atom/movable/AM in T) - if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer) + if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer) return TRUE return FALSE /turf/IsObscured() for(var/atom/movable/AM in src) - if(AM.flags & PREVENT_CLICK_UNDER && AM.density) + if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density) return TRUE return FALSE diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm index 14b7323ce3..01b163f8da 100644 --- a/code/_onclick/hud/screen_objects.dm +++ b/code/_onclick/hud/screen_objects.dm @@ -258,7 +258,7 @@ var/obj/item/clothing/mask/M = C.wear_mask if(M.mask_adjusted) // if mask on face but pushed down M.adjustmask(C) // adjust it back - if( !(M.flags & MASKINTERNALS) ) + if( !(M.flags_1 & MASKINTERNALS_1) ) to_chat(C, "You are not wearing an internals mask!") return diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 43569dca0c..f1ac1af1af 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -35,7 +35,7 @@ /obj/item/proc/attack(mob/living/M, mob/living/user) - if(flags & NOBLUDGEON) + if(flags_1 & NOBLUDGEON_1) return if(!force) playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1) @@ -54,7 +54,7 @@ //the equivalent of the standard version of attack() but for object targets. /obj/item/proc/attack_obj(obj/O, mob/living/user) - if(flags & NOBLUDGEON) + if(flags_1 & NOBLUDGEON_1) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(O) diff --git a/code/_onclick/telekinesis.dm b/code/_onclick/telekinesis.dm index 89803baef6..b0ab260d63 100644 --- a/code/_onclick/telekinesis.dm +++ b/code/_onclick/telekinesis.dm @@ -68,7 +68,7 @@ desc = "Magic" icon = 'icons/obj/magic.dmi'//Needs sprites icon_state = "2" - flags = NOBLUDGEON | ABSTRACT | DROPDEL + flags_1 = NOBLUDGEON_1 | ABSTRACT_1 | DROPDEL_1 //item_state = null w_class = WEIGHT_CLASS_GIGANTIC layer = ABOVE_HUD_LAYER diff --git a/code/controllers/subsystem/processing/overlays.dm b/code/controllers/subsystem/processing/overlays.dm index 589bf667af..fba4ebcaf0 100644 --- a/code/controllers/subsystem/processing/overlays.dm +++ b/code/controllers/subsystem/processing/overlays.dm @@ -55,7 +55,7 @@ PROCESSING_SUBSYSTEM_DEF(overlays) overlays = po else overlays.Cut() - flags &= ~OVERLAY_QUEUED + flags_1 &= ~OVERLAY_QUEUED_1 /proc/iconstate2appearance(icon, iconstate) var/static/image/stringbro = new() @@ -102,8 +102,8 @@ PROCESSING_SUBSYSTEM_DEF(overlays) new_overlays[i] = appearance_bro.appearance return new_overlays -#define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED)) -#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.processing += src; +#define NOT_QUEUED_ALREADY (!(flags_1 & OVERLAY_QUEUED_1)) +#define QUEUE_FOR_COMPILE flags_1 |= OVERLAY_QUEUED_1; SSoverlays.processing += src; /atom/proc/cut_overlays(priority = FALSE) var/list/cached_overlays = our_overlays var/list/cached_priority = priority_overlays diff --git a/code/controllers/subsystem/shuttle.dm b/code/controllers/subsystem/shuttle.dm index d88d788d37..ea91e8a688 100644 --- a/code/controllers/subsystem/shuttle.dm +++ b/code/controllers/subsystem/shuttle.dm @@ -84,7 +84,7 @@ SUBSYSTEM_DEF(shuttle) var/turf/T = i T.ChangeTurf(/turf/open/space) transit_turfs += T - T.flags |= UNUSED_TRANSIT_TURF + T.flags_1 |= UNUSED_TRANSIT_TURF_1 #ifdef HIGHLIGHT_DYNAMIC_TRANSIT /datum/controller/subsystem/shuttle/proc/color_space() @@ -412,13 +412,13 @@ SUBSYSTEM_DEF(shuttle) for(var/i in transit_turfs) CHECK_TICK var/turf/topleft = i - if(!(topleft.flags & UNUSED_TRANSIT_TURF)) + if(!(topleft.flags_1 & UNUSED_TRANSIT_TURF_1)) continue var/turf/bottomright = locate(topleft.x + transit_width, topleft.y + transit_height, topleft.z) if(!bottomright) continue - if(!(bottomright.flags & UNUSED_TRANSIT_TURF)) + if(!(bottomright.flags_1 & UNUSED_TRANSIT_TURF_1)) continue proposed_zone = block(topleft, bottomright) @@ -428,7 +428,7 @@ SUBSYSTEM_DEF(shuttle) var/turf/T = j if(!T) continue base - if(!(T.flags & UNUSED_TRANSIT_TURF)) + if(!(T.flags_1 & UNUSED_TRANSIT_TURF_1)) continue base //to_chat(world, "[COORD(topleft)] and [COORD(bottomright)]") break base @@ -500,7 +500,7 @@ SUBSYSTEM_DEF(shuttle) for(var/i in new_transit_dock.assigned_turfs) var/turf/T = i T.ChangeTurf(transit_path) - T.flags &= ~(UNUSED_TRANSIT_TURF) + T.flags_1 &= ~(UNUSED_TRANSIT_TURF_1) M.assigned_transit = new_transit_dock return TRUE diff --git a/code/controllers/subsystem/throwing.dm b/code/controllers/subsystem/throwing.dm index d91d91de72..f245b0766c 100644 --- a/code/controllers/subsystem/throwing.dm +++ b/code/controllers/subsystem/throwing.dm @@ -135,6 +135,6 @@ SUBSYSTEM_DEF(throwing) var/atom/movable/AM = thing if (AM == thrownthing) continue - if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER)) + if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags_1 & ON_BORDER_1)) finalize(hit=TRUE, target=AM) return TRUE diff --git a/code/datums/diseases/magnitis.dm b/code/datums/diseases/magnitis.dm index a6eb01f7b6..df7249c9c3 100644 --- a/code/datums/diseases/magnitis.dm +++ b/code/datums/diseases/magnitis.dm @@ -19,7 +19,7 @@ to_chat(affected_mob, "You feel a slight shock course through your body.") if(prob(2)) for(var/obj/M in orange(2,affected_mob)) - if(!M.anchored && (M.flags & CONDUCT)) + if(!M.anchored && (M.flags_1 & CONDUCT_1)) step_towards(M,affected_mob) for(var/mob/living/silicon/S in orange(2,affected_mob)) if(isAI(S)) @@ -32,7 +32,7 @@ to_chat(affected_mob, "You feel like clowning around.") if(prob(4)) for(var/obj/M in orange(4,affected_mob)) - if(!M.anchored && (M.flags & CONDUCT)) + if(!M.anchored && (M.flags_1 & CONDUCT_1)) var/i var/iter = rand(1,2) for(i=0,iYou query upon the nature of miracles.") if(prob(8)) for(var/obj/M in orange(6,affected_mob)) - if(!M.anchored && (M.flags & CONDUCT)) + if(!M.anchored && (M.flags_1 & CONDUCT_1)) var/i var/iter = rand(1,3) for(i=0,i