Replace all secondary flags with bitflags stored in the flags_2 var
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@@ -164,7 +164,7 @@
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return
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if(!allow_dense && AM.density)
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return
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if(AM.anchored || AM.has_buckled_mobs() || (AM.flags & NODROP))
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if(AM.anchored || AM.has_buckled_mobs() || (AM.flags_1 & NODROP_1))
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return
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else
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return
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@@ -251,7 +251,7 @@
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user.visible_message("<span class='notice'>[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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"<span class='notice'>You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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"<span class='italics'>You hear a ratchet.</span>")
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else if(user.a_intent != INTENT_HARM && !(W.flags & NOBLUDGEON))
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else if(user.a_intent != INTENT_HARM && !(W.flags_1 & NOBLUDGEON_1))
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if(W.GetID() || !toggle(user))
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togglelock(user)
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return 1
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@@ -0,0 +1,16 @@
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diff a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm (rejected hunks)
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@@ -193,12 +193,12 @@
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return open(user)
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/obj/structure/closet/deconstruct(disassembled = TRUE)
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- if(ispath(material_drop) && material_drop_amount && !(flags & NODECONSTRUCT))
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+ if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
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new material_drop(loc, material_drop_amount)
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qdel(src)
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/obj/structure/closet/obj_break(damage_flag)
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- if(!broken && !(flags & NODECONSTRUCT))
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+ if(!broken && !(flags_1 & NODECONSTRUCT_1))
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bust_open()
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/obj/structure/closet/attackby(obj/item/W, mob/user, params)
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