Replace all secondary flags with bitflags stored in the flags_2 var
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@@ -23,6 +23,7 @@
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armour_penetration = 1000
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resistance_flags = INDESTRUCTIBLE
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anchored = TRUE
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flags_2 = SLOWS_WHILE_IN_HAND_2
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var/team = WHITE_TEAM
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var/reset_cooldown = 0
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var/obj/effect/ctf/flag_reset/reset
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@@ -0,0 +1,18 @@
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diff a/code/modules/awaymissions/capture_the_flag.dm b/code/modules/awaymissions/capture_the_flag.dm (rejected hunks)
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@@ -473,14 +473,14 @@
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W.registered_name = H.real_name
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W.update_label(W.registered_name, W.assignment)
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- // The shielded hardsuit is already NODROP
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+ // The shielded hardsuit is already NODROP_1
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no_drops += H.get_item_by_slot(slot_gloves)
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no_drops += H.get_item_by_slot(slot_shoes)
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no_drops += H.get_item_by_slot(slot_w_uniform)
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no_drops += H.get_item_by_slot(slot_ears)
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for(var/i in no_drops)
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var/obj/item/I = i
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- I.flags |= NODROP
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+ I.flags_1 |= NODROP_1
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/datum/outfit/ctf/instagib
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r_hand = /obj/item/gun/energy/laser/instakill
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