Replace all secondary flags with bitflags stored in the flags_2 var

This commit is contained in:
CitadelStationBot
2017-08-17 09:19:14 -05:00
parent 2b144561e1
commit 87b3df3069
367 changed files with 1887 additions and 880 deletions
@@ -95,7 +95,7 @@
teleporting = 0
for(var/obj/item/I in user.held_items)
if(I in hands_nodrop)
I.flags &= ~NODROP
I.flags_1 &= ~NODROP_1
if(camera)
camera.remove_target_ui()
camera.loc = user
@@ -130,9 +130,9 @@
hands_nodrop = list()
for(var/obj/item/I in user.held_items)
if(!(I.flags & NODROP))
if(!(I.flags_1 & NODROP_1))
hands_nodrop += I
I.flags |= NODROP
I.flags_1 |= NODROP_1
user.animate_movement = NO_STEPS
user.changeNext_move(8 + phase_in_ds)
user.notransform = 1
@@ -191,9 +191,9 @@
if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helm")
helmet = user.head
helmet.flags |= NODROP
helmet.flags_1 |= NODROP_1
helmet.suit = src
src.flags |= NODROP
src.flags_1 |= NODROP_1
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner")
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver")
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view")
@@ -212,7 +212,7 @@
activating = 1
var/mob/living/carbon/human/user = src.loc
var/hard_landing = teleporting && force
src.flags &= ~NODROP
src.flags_1 &= ~NODROP_1
cooldown = world.time + cooldowntime * 1.5
activated = 0
activating = 0
@@ -233,7 +233,7 @@
to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet")
to_chat(user, "logout")
if(helmet)
helmet.flags &= ~NODROP
helmet.flags_1 &= ~NODROP_1
helmet.suit = null
helmet = null
if(camera)
@@ -5,7 +5,7 @@
//There is toggleable "stabilizers" that will make momentum go down FAST instead of its normal slow rate
//The suit is heavy and will slow you down on the ground but is a bit faster then usual in air
//The speed at which you drift is determined by your current momentum
//Also, I should probably add in some kind of limiting mechanic but I really don't like having to refill this all the time, expecially as it will be NODROP.
//Also, I should probably add in some kind of limiting mechanic but I really don't like having to refill this all the time, expecially as it will be NODROP_1.
//Apparently due to code limitations you have to detect mob movement with.. shoes.
//The object that handles the flying itself - FLIGHT PACK --------------------------------------------------------------------------------------
/obj/item/device/flightpack
@@ -859,9 +859,9 @@
if(suit)
active = toggle
if(active)
src.flags |= NOSLIP
src.flags_1 |= NOSLIP_1
if(!active)
src.flags &= ~NOSLIP
src.flags_1 &= ~NOSLIP_1
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
if(slot == slot_shoes)
@@ -1043,7 +1043,7 @@
usermessage("You're already wearing something on your back!", "boldwarning")
return FALSE
user.equip_to_slot_if_possible(pack,slot_back,0,0,1)
pack.flags |= NODROP
pack.flags_1 |= NODROP_1
resync()
user.visible_message("<span class='notice'>A [pack.name] extends from [user]'s [name] and clamps to their back!</span>")
user.update_inv_wear_suit()
@@ -1057,7 +1057,7 @@
return FALSE
if(pack.flight && forced)
pack.disable_flight(1)
pack.flags &= ~NODROP
pack.flags_1 &= ~NODROP_1
resync()
if(user)
user.transferItemToLoc(pack, src, TRUE)
@@ -1081,14 +1081,14 @@
usermessage("You're already wearing something on your feet!", "boldwarning")
return FALSE
user.equip_to_slot_if_possible(shoes,slot_shoes,0,0,1)
shoes.flags |= NODROP
shoes.flags_1 |= NODROP_1
user.visible_message("<span class='notice'>[user]'s [name] extends a pair of [shoes.name] over their feet!</span>")
user.update_inv_wear_suit()
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
deployedshoes = TRUE
/obj/item/clothing/suit/space/hardsuit/flightsuit/proc/retract_flightshoes(forced = FALSE)
shoes.flags &= ~NODROP
shoes.flags_1 &= ~NODROP_1
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
if(user)
user.transferItemToLoc(shoes, src, TRUE)
+6 -6
View File
@@ -231,7 +231,7 @@
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
visor_flags = STOPSPRESSUREDMAGE
visor_flags = STOPSPRESSUREDMAGE_1
/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon()
icon_state = "hardsuit[on]-[item_color]"
@@ -251,7 +251,7 @@
name = initial(name)
desc = initial(desc)
set_light(brightness_on)
flags |= visor_flags
flags_1 |= visor_flags
flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv |= visor_flags_inv
cold_protection |= HEAD
@@ -260,7 +260,7 @@
name += " (combat)"
desc = alt_desc
set_light(0)
flags &= ~visor_flags
flags_1 &= ~visor_flags
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~visor_flags_inv
cold_protection &= ~HEAD
@@ -281,13 +281,13 @@
linkedsuit.name = initial(linkedsuit.name)
linkedsuit.desc = initial(linkedsuit.desc)
linkedsuit.slowdown = 1
linkedsuit.flags |= STOPSPRESSUREDMAGE
linkedsuit.flags_1 |= STOPSPRESSUREDMAGE_1
linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
else
linkedsuit.name += " (combat)"
linkedsuit.desc = linkedsuit.alt_desc
linkedsuit.slowdown = 0
linkedsuit.flags &= ~(STOPSPRESSUREDMAGE)
linkedsuit.flags_1 &= ~(STOPSPRESSUREDMAGE_1)
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
linkedsuit.icon_state = "hardsuit[on]-[item_color]"
@@ -641,7 +641,7 @@
icon_state = "ert_medical"
item_state = "ert_medical"
item_color = "ert_medical"
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP //Dont want people changing into the other teams gear
flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 //Dont want people changing into the other teams gear
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100, fire = 95, acid = 95)
slowdown = 0
@@ -57,7 +57,7 @@ Contains:
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
icon_state = "beret_badge"
flags = STOPSPRESSUREDMAGE
flags_1 = STOPSPRESSUREDMAGE_1
flags_inv = 0
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
strip_delay = 130
@@ -112,7 +112,7 @@ Contains:
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags = STOPSPRESSUREDMAGE
flags_1 = STOPSPRESSUREDMAGE_1
flags_cover = HEADCOVERSEYES
dog_fashion = /datum/dog_fashion/head/santa
@@ -123,7 +123,7 @@ Contains:
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = STOPSPRESSUREDMAGE
flags_1 = STOPSPRESSUREDMAGE_1
allowed = list(/obj/item) //for stuffing exta special presents
@@ -134,7 +134,7 @@ Contains:
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
flags = STOPSPRESSUREDMAGE
flags_1 = STOPSPRESSUREDMAGE_1
strip_delay = 40
equip_delay_other = 20
flags_cover = HEADCOVERSEYES
@@ -161,7 +161,7 @@ Contains:
item_color = "ert_commander"
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
strip_delay = 130
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1
brightness_on = 7
/obj/item/clothing/suit/space/hardsuit/ert
@@ -261,7 +261,7 @@ Contains:
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy as a space carp
brightness_on = 0 //luminosity when on
actions_types = list()
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1
/obj/item/clothing/suit/space/hardsuit/carp
@@ -343,7 +343,7 @@ Contains:
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!torn && prob(50))
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
src.flags -= STOPSPRESSUREDMAGE
src.flags_1 &= ~STOPSPRESSUREDMAGE_1
src.name = "torn [src]."
src.desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
src.torn = TRUE