Replace all secondary flags with bitflags stored in the flags_2 var
This commit is contained in:
@@ -95,7 +95,7 @@
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teleporting = 0
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for(var/obj/item/I in user.held_items)
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if(I in hands_nodrop)
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I.flags &= ~NODROP
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I.flags_1 &= ~NODROP_1
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if(camera)
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camera.remove_target_ui()
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camera.loc = user
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@@ -130,9 +130,9 @@
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hands_nodrop = list()
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for(var/obj/item/I in user.held_items)
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if(!(I.flags & NODROP))
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if(!(I.flags_1 & NODROP_1))
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hands_nodrop += I
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I.flags |= NODROP
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I.flags_1 |= NODROP_1
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user.animate_movement = NO_STEPS
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user.changeNext_move(8 + phase_in_ds)
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user.notransform = 1
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@@ -191,9 +191,9 @@
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if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
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to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helm")
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helmet = user.head
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helmet.flags |= NODROP
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helmet.flags_1 |= NODROP_1
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helmet.suit = src
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src.flags |= NODROP
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src.flags_1 |= NODROP_1
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to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner")
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to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver")
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to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view")
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@@ -212,7 +212,7 @@
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activating = 1
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var/mob/living/carbon/human/user = src.loc
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var/hard_landing = teleporting && force
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src.flags &= ~NODROP
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src.flags_1 &= ~NODROP_1
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cooldown = world.time + cooldowntime * 1.5
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activated = 0
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activating = 0
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@@ -233,7 +233,7 @@
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to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet")
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to_chat(user, "logout")
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if(helmet)
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helmet.flags &= ~NODROP
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helmet.flags_1 &= ~NODROP_1
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helmet.suit = null
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helmet = null
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if(camera)
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@@ -5,7 +5,7 @@
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//There is toggleable "stabilizers" that will make momentum go down FAST instead of its normal slow rate
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//The suit is heavy and will slow you down on the ground but is a bit faster then usual in air
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//The speed at which you drift is determined by your current momentum
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//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.
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//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.
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//Apparently due to code limitations you have to detect mob movement with.. shoes.
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//The object that handles the flying itself - FLIGHT PACK --------------------------------------------------------------------------------------
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/obj/item/device/flightpack
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@@ -859,9 +859,9 @@
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if(suit)
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active = toggle
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if(active)
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src.flags |= NOSLIP
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src.flags_1 |= NOSLIP_1
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if(!active)
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src.flags &= ~NOSLIP
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src.flags_1 &= ~NOSLIP_1
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/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
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if(slot == slot_shoes)
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@@ -1043,7 +1043,7 @@
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usermessage("You're already wearing something on your back!", "boldwarning")
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return FALSE
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user.equip_to_slot_if_possible(pack,slot_back,0,0,1)
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pack.flags |= NODROP
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pack.flags_1 |= NODROP_1
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resync()
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user.visible_message("<span class='notice'>A [pack.name] extends from [user]'s [name] and clamps to their back!</span>")
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user.update_inv_wear_suit()
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@@ -1057,7 +1057,7 @@
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return FALSE
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if(pack.flight && forced)
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pack.disable_flight(1)
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pack.flags &= ~NODROP
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pack.flags_1 &= ~NODROP_1
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resync()
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if(user)
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user.transferItemToLoc(pack, src, TRUE)
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@@ -1081,14 +1081,14 @@
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usermessage("You're already wearing something on your feet!", "boldwarning")
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return FALSE
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user.equip_to_slot_if_possible(shoes,slot_shoes,0,0,1)
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shoes.flags |= NODROP
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shoes.flags_1 |= NODROP_1
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user.visible_message("<span class='notice'>[user]'s [name] extends a pair of [shoes.name] over their feet!</span>")
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user.update_inv_wear_suit()
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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deployedshoes = TRUE
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/obj/item/clothing/suit/space/hardsuit/flightsuit/proc/retract_flightshoes(forced = FALSE)
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shoes.flags &= ~NODROP
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shoes.flags_1 &= ~NODROP_1
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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if(user)
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user.transferItemToLoc(shoes, src, TRUE)
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@@ -231,7 +231,7 @@
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var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
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actions_types = list(/datum/action/item_action/toggle_helmet_mode)
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visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
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visor_flags = STOPSPRESSUREDMAGE
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visor_flags = STOPSPRESSUREDMAGE_1
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon()
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icon_state = "hardsuit[on]-[item_color]"
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@@ -251,7 +251,7 @@
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name = initial(name)
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desc = initial(desc)
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set_light(brightness_on)
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flags |= visor_flags
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flags_1 |= visor_flags
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flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
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flags_inv |= visor_flags_inv
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cold_protection |= HEAD
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@@ -260,7 +260,7 @@
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name += " (combat)"
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desc = alt_desc
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set_light(0)
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flags &= ~visor_flags
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flags_1 &= ~visor_flags
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flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
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flags_inv &= ~visor_flags_inv
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cold_protection &= ~HEAD
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@@ -281,13 +281,13 @@
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linkedsuit.name = initial(linkedsuit.name)
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linkedsuit.desc = initial(linkedsuit.desc)
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linkedsuit.slowdown = 1
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linkedsuit.flags |= STOPSPRESSUREDMAGE
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linkedsuit.flags_1 |= STOPSPRESSUREDMAGE_1
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linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
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else
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linkedsuit.name += " (combat)"
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linkedsuit.desc = linkedsuit.alt_desc
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linkedsuit.slowdown = 0
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linkedsuit.flags &= ~(STOPSPRESSUREDMAGE)
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linkedsuit.flags_1 &= ~(STOPSPRESSUREDMAGE_1)
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linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
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linkedsuit.icon_state = "hardsuit[on]-[item_color]"
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@@ -641,7 +641,7 @@
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icon_state = "ert_medical"
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item_state = "ert_medical"
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item_color = "ert_medical"
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP //Dont want people changing into the other teams gear
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 //Dont want people changing into the other teams gear
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
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armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100, fire = 95, acid = 95)
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slowdown = 0
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@@ -57,7 +57,7 @@ Contains:
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name = "officer's beret"
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desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
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icon_state = "beret_badge"
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flags = STOPSPRESSUREDMAGE
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flags_1 = STOPSPRESSUREDMAGE_1
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flags_inv = 0
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armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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strip_delay = 130
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@@ -112,7 +112,7 @@ Contains:
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name = "Santa's hat"
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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flags = STOPSPRESSUREDMAGE
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flags_1 = STOPSPRESSUREDMAGE_1
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flags_cover = HEADCOVERSEYES
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dog_fashion = /datum/dog_fashion/head/santa
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@@ -123,7 +123,7 @@ Contains:
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icon_state = "santa"
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item_state = "santa"
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slowdown = 0
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flags = STOPSPRESSUREDMAGE
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flags_1 = STOPSPRESSUREDMAGE_1
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allowed = list(/obj/item) //for stuffing exta special presents
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@@ -134,7 +134,7 @@ Contains:
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icon_state = "pirate"
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item_state = "pirate"
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armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
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flags = STOPSPRESSUREDMAGE
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flags_1 = STOPSPRESSUREDMAGE_1
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strip_delay = 40
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equip_delay_other = 20
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flags_cover = HEADCOVERSEYES
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@@ -161,7 +161,7 @@ Contains:
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item_color = "ert_commander"
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
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strip_delay = 130
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1
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brightness_on = 7
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/obj/item/clothing/suit/space/hardsuit/ert
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@@ -261,7 +261,7 @@ Contains:
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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
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brightness_on = 0 //luminosity when on
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actions_types = list()
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1
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/obj/item/clothing/suit/space/hardsuit/carp
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@@ -343,7 +343,7 @@ Contains:
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/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)
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if(!torn && prob(50))
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to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
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src.flags -= STOPSPRESSUREDMAGE
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src.flags_1 &= ~STOPSPRESSUREDMAGE_1
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src.name = "torn [src]."
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src.desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
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src.torn = TRUE
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