Merge pull request #6558 from Citadel-Station-13/upstream-merge-37486
[MIRROR] Moves several clothing-specific flags from /atom to their proper type
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+1
-13
@@ -10,13 +10,9 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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//FLAGS BITMASK
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#define STOPSPRESSUREDMAGE_1 (1<<0) //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & ITEM_SLOT_BACK) if you see it anywhere
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//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define NODROP_1 (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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#define NOBLUDGEON_1 (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS_1 (1<<3) // mask allows internals
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#define HEAR_1 (1<<4) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET_1 (1<<5) // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT_1 (1<<6) // conducts electricity (metal etc.)
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@@ -25,11 +21,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
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#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
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#define NOSLIP_1 (1<<10) //prevents from slipping on wet floors, in space etc
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// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT_1 (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define THICKMATERIAL_1 (1<<13) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define DROPDEL_1 (1<<14) // When dropped, it calls qdel on itself
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#define PREVENT_CLICK_UNDER_1 (1<<15) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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@@ -57,9 +48,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define NO_MAT_REDEMPTION_2 (1<<10)
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// LAVA_PROTECT used on the flags_2 variable for both SUIT and HEAD items, and stops lava damage. Must be present in both to stop lava damage.
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#define LAVA_PROTECT_2 (1<<11)
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//turf-only flags
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#define NOJAUNT_1 (1<<0)
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#define UNUSED_TRANSIT_TURF_1 (1<<1)
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@@ -18,3 +18,12 @@
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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// Flags for the clothing_flags var on /obj/item/clothing
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#define LAVAPROTECT (1<<0)
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#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define MASKINTERNALS (1<<3) // mask allows internals
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#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
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#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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