Replace all secondary flags with bitflags stored in the flags_2 var
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@@ -85,7 +85,7 @@
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/*
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This checks if you there is uninterrupted airspace between that turf and this one.
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This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
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This is defined as any dense ON_BORDER_1 object, or any dense object without LETPASSTHROW.
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The border_only flag allows you to not objects (for source and destination squares)
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*/
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/turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null)
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@@ -95,7 +95,7 @@
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if(O == target_atom || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf
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continue // LETPASSTHROW is used for anything you can click through (or the firedoor special case, see above)
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if( O.flags&ON_BORDER) // windows are on border, check them first
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if( O.flags_1&ON_BORDER_1) // windows are on border, check them first
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if( O.dir & target_dir || O.dir & (O.dir-1) ) // full tile windows are just diagonals mechanically
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return 0 //O.dir&(O.dir-1) is false for any cardinal direction, but true for diagonal ones
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@@ -144,7 +144,7 @@
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else
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RangedAttack(A,params)
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//Is the atom obscured by a PREVENT_CLICK_UNDER object above it
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//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
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/atom/proc/IsObscured()
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if(!isturf(loc)) //This only makes sense for things directly on turfs for now
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return FALSE
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@@ -152,13 +152,13 @@
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if(!T)
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return FALSE
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for(var/atom/movable/AM in T)
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if(AM.flags & PREVENT_CLICK_UNDER && AM.density && AM.layer > layer)
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
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return TRUE
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return FALSE
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/turf/IsObscured()
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for(var/atom/movable/AM in src)
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if(AM.flags & PREVENT_CLICK_UNDER && AM.density)
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density)
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return TRUE
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return FALSE
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@@ -258,7 +258,7 @@
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var/obj/item/clothing/mask/M = C.wear_mask
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if(M.mask_adjusted) // if mask on face but pushed down
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M.adjustmask(C) // adjust it back
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if( !(M.flags & MASKINTERNALS) )
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if( !(M.flags_1 & MASKINTERNALS_1) )
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to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
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return
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@@ -35,7 +35,7 @@
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/obj/item/proc/attack(mob/living/M, mob/living/user)
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if(flags & NOBLUDGEON)
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if(flags_1 & NOBLUDGEON_1)
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return
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if(!force)
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playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
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@@ -54,7 +54,7 @@
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//the equivalent of the standard version of attack() but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user)
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if(flags & NOBLUDGEON)
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if(flags_1 & NOBLUDGEON_1)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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@@ -68,7 +68,7 @@
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desc = "Magic"
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icon = 'icons/obj/magic.dmi'//Needs sprites
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icon_state = "2"
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flags = NOBLUDGEON | ABSTRACT | DROPDEL
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flags_1 = NOBLUDGEON_1 | ABSTRACT_1 | DROPDEL_1
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//item_state = null
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w_class = WEIGHT_CLASS_GIGANTIC
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layer = ABOVE_HUD_LAYER
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