my eyes hurt
This commit is contained in:
@@ -132,13 +132,13 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
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/mob/dead/observer/narsie_act()
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var/old_color = color
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color = "#960000"
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animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
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animate(src, color = old_color, time = 10, flags_1 = ANIMATION_PARALLEL)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
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/mob/dead/observer/ratvar_act()
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var/old_color = color
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color = "#FAE48C"
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animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
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animate(src, color = old_color, time = 10, flags_1 = ANIMATION_PARALLEL)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
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/mob/dead/observer/Destroy()
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@@ -167,7 +167,7 @@
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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for(var/obj/item/weapon/bloodcrawl/BC in C)
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BC.flags = null
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BC.flags_1 = null
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qdel(BC)
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qdel(src.holder)
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src.holder = null
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@@ -220,7 +220,7 @@
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if(href_list["internal"])
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var/slot = text2num(href_list["internal"])
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var/obj/item/ITEM = get_item_by_slot(slot)
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if(ITEM && istype(ITEM, /obj/item/weapon/tank) && wear_mask && (wear_mask.flags & MASKINTERNALS))
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if(ITEM && istype(ITEM, /obj/item/weapon/tank) && wear_mask && (wear_mask.flags_1 & MASKINTERNALS_1))
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visible_message("<span class='danger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>", \
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"<span class='userdanger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>")
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if(do_mob(usr, src, POCKET_STRIP_DELAY))
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@@ -228,7 +228,7 @@
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internal = null
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update_internals_hud_icon(0)
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else if(ITEM && istype(ITEM, /obj/item/weapon/tank))
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if((wear_mask && (wear_mask.flags & MASKINTERNALS)) || getorganslot("breathing_tube"))
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if((wear_mask && (wear_mask.flags_1 & MASKINTERNALS_1)) || getorganslot("breathing_tube"))
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internal = ITEM
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update_internals_hud_icon(1)
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@@ -145,42 +145,42 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
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dat += "<table>"
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for(var/i in 1 to held_items.len)
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var/obj/item/I = get_item_for_held_index(i)
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dat += "<tr><td><B>[get_held_index_name(i)]:</B></td><td><A href='?src=\ref[src];item=[slot_hands];hand_index=[i]'>[(I && !(I.flags & ABSTRACT)) ? I : "<font color=grey>Empty</font>"]</a></td></tr>"
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dat += "<tr><td><B>[get_held_index_name(i)]:</B></td><td><A href='?src=\ref[src];item=[slot_hands];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "<font color=grey>Empty</font>"]</a></td></tr>"
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dat += "<tr><td> </td></tr>"
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dat += "<tr><td><B>Back:</B></td><td><A href='?src=\ref[src];item=[slot_back]'>[(back && !(back.flags&ABSTRACT)) ? back : "<font color=grey>Empty</font>"]</A>"
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dat += "<tr><td><B>Back:</B></td><td><A href='?src=\ref[src];item=[slot_back]'>[(back && !(back.flags_1&ABSTRACT_1)) ? back : "<font color=grey>Empty</font>"]</A>"
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if(has_breathable_mask && istype(back, /obj/item/weapon/tank))
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dat += " <A href='?src=\ref[src];internal=[slot_back]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
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dat += "</td></tr><tr><td> </td></tr>"
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dat += "<tr><td><B>Head:</B></td><td><A href='?src=\ref[src];item=[slot_head]'>[(head && !(head.flags&ABSTRACT)) ? head : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Head:</B></td><td><A href='?src=\ref[src];item=[slot_head]'>[(head && !(head.flags_1&ABSTRACT_1)) ? head : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_wear_mask in obscured)
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dat += "<tr><td><font color=grey><B>Mask:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Mask:</B></td><td><A href='?src=\ref[src];item=[slot_wear_mask]'>[(wear_mask && !(wear_mask.flags&ABSTRACT)) ? wear_mask : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Mask:</B></td><td><A href='?src=\ref[src];item=[slot_wear_mask]'>[(wear_mask && !(wear_mask.flags_1&ABSTRACT_1)) ? wear_mask : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_neck in obscured)
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dat += "<tr><td><font color=grey><B>Neck:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Neck:</B></td><td><A href='?src=\ref[src];item=[slot_neck]'>[(wear_neck && !(wear_neck.flags&ABSTRACT)) ? wear_neck : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Neck:</B></td><td><A href='?src=\ref[src];item=[slot_neck]'>[(wear_neck && !(wear_neck.flags_1&ABSTRACT_1)) ? wear_neck : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_glasses in obscured)
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dat += "<tr><td><font color=grey><B>Eyes:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Eyes:</B></td><td><A href='?src=\ref[src];item=[slot_glasses]'>[(glasses && !(glasses.flags&ABSTRACT)) ? glasses : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Eyes:</B></td><td><A href='?src=\ref[src];item=[slot_glasses]'>[(glasses && !(glasses.flags_1&ABSTRACT_1)) ? glasses : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_ears in obscured)
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dat += "<tr><td><font color=grey><B>Ears:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Ears:</B></td><td><A href='?src=\ref[src];item=[slot_ears]'>[(ears && !(ears.flags&ABSTRACT)) ? ears : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Ears:</B></td><td><A href='?src=\ref[src];item=[slot_ears]'>[(ears && !(ears.flags_1&ABSTRACT_1)) ? ears : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td> </td></tr>"
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dat += "<tr><td><B>Exosuit:</B></td><td><A href='?src=\ref[src];item=[slot_wear_suit]'>[(wear_suit && !(wear_suit.flags&ABSTRACT)) ? wear_suit : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Exosuit:</B></td><td><A href='?src=\ref[src];item=[slot_wear_suit]'>[(wear_suit && !(wear_suit.flags_1&ABSTRACT_1)) ? wear_suit : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(wear_suit)
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dat += "<tr><td> ↳<B>Suit Storage:</B></td><td><A href='?src=\ref[src];item=[slot_s_store]'>[(s_store && !(s_store.flags&ABSTRACT)) ? s_store : "<font color=grey>Empty</font>"]</A>"
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dat += "<tr><td> ↳<B>Suit Storage:</B></td><td><A href='?src=\ref[src];item=[slot_s_store]'>[(s_store && !(s_store.flags_1&ABSTRACT_1)) ? s_store : "<font color=grey>Empty</font>"]</A>"
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if(has_breathable_mask && istype(s_store, /obj/item/weapon/tank))
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dat += " <A href='?src=\ref[src];internal=[slot_s_store]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
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dat += "</td></tr>"
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@@ -190,30 +190,30 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
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if(slot_shoes in obscured)
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dat += "<tr><td><font color=grey><B>Shoes:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Shoes:</B></td><td><A href='?src=\ref[src];item=[slot_shoes]'>[(shoes && !(shoes.flags&ABSTRACT)) ? shoes : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Shoes:</B></td><td><A href='?src=\ref[src];item=[slot_shoes]'>[(shoes && !(shoes.flags_1&ABSTRACT_1)) ? shoes : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_gloves in obscured)
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dat += "<tr><td><font color=grey><B>Gloves:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Gloves:</B></td><td><A href='?src=\ref[src];item=[slot_gloves]'>[(gloves && !(gloves.flags&ABSTRACT)) ? gloves : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Gloves:</B></td><td><A href='?src=\ref[src];item=[slot_gloves]'>[(gloves && !(gloves.flags_1&ABSTRACT_1)) ? gloves : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(slot_w_uniform in obscured)
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dat += "<tr><td><font color=grey><B>Uniform:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
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else
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dat += "<tr><td><B>Uniform:</B></td><td><A href='?src=\ref[src];item=[slot_w_uniform]'>[(w_uniform && !(w_uniform.flags&ABSTRACT)) ? w_uniform : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td><B>Uniform:</B></td><td><A href='?src=\ref[src];item=[slot_w_uniform]'>[(w_uniform && !(w_uniform.flags_1&ABSTRACT_1)) ? w_uniform : "<font color=grey>Empty</font>"]</A></td></tr>"
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if((w_uniform == null && !(dna && dna.species.nojumpsuit)) || (slot_w_uniform in obscured))
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dat += "<tr><td><font color=grey> ↳<B>Pockets:</B></font></td></tr>"
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dat += "<tr><td><font color=grey> ↳<B>ID:</B></font></td></tr>"
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dat += "<tr><td><font color=grey> ↳<B>Belt:</B></font></td></tr>"
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else
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dat += "<tr><td> ↳<B>Belt:</B></td><td><A href='?src=\ref[src];item=[slot_belt]'>[(belt && !(belt.flags&ABSTRACT)) ? belt : "<font color=grey>Empty</font>"]</A>"
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dat += "<tr><td> ↳<B>Belt:</B></td><td><A href='?src=\ref[src];item=[slot_belt]'>[(belt && !(belt.flags_1&ABSTRACT_1)) ? belt : "<font color=grey>Empty</font>"]</A>"
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if(has_breathable_mask && istype(belt, /obj/item/weapon/tank))
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dat += " <A href='?src=\ref[src];internal=[slot_belt]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
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dat += "</td></tr>"
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dat += "<tr><td> ↳<B>Pockets:</B></td><td><A href='?src=\ref[src];pockets=left'>[(l_store && !(l_store.flags&ABSTRACT)) ? "Left (Full)" : "<font color=grey>Left (Empty)</font>"]</A>"
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dat += " <A href='?src=\ref[src];pockets=right'>[(r_store && !(r_store.flags&ABSTRACT)) ? "Right (Full)" : "<font color=grey>Right (Empty)</font>"]</A></td></tr>"
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dat += "<tr><td> ↳<B>ID:</B></td><td><A href='?src=\ref[src];item=[slot_wear_id]'>[(wear_id && !(wear_id.flags&ABSTRACT)) ? wear_id : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td> ↳<B>Pockets:</B></td><td><A href='?src=\ref[src];pockets=left'>[(l_store && !(l_store.flags_1&ABSTRACT_1)) ? "Left (Full)" : "<font color=grey>Left (Empty)</font>"]</A>"
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dat += " <A href='?src=\ref[src];pockets=right'>[(r_store && !(r_store.flags_1&ABSTRACT_1)) ? "Right (Full)" : "<font color=grey>Right (Empty)</font>"]</A></td></tr>"
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dat += "<tr><td> ↳<B>ID:</B></td><td><A href='?src=\ref[src];item=[slot_wear_id]'>[(wear_id && !(wear_id.flags_1&ABSTRACT_1)) ? wear_id : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(handcuffed)
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dat += "<tr><td><B>Handcuffed:</B> <A href='?src=\ref[src];item=[slot_handcuffed]'>Remove</A></td></tr>"
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@@ -32,7 +32,7 @@
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//citadel code
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if(stat != DEAD)
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handle_arousal()
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if(..()) //not dead
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_life(src)
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@@ -153,7 +153,7 @@
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//END FIRE CODE
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//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, CHEST, GROIN, etc. See setup.dm for the full list)
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//This proc returns a number made up of the flags_1 for body parts which you are protected on. (such as HEAD, CHEST, GROIN, etc. See setup.dm for the full list)
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/mob/living/carbon/human/proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
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var/thermal_protection_flags = 0
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//Handle normal clothing
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@@ -54,7 +54,7 @@
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var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
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var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
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// species flags. these can be found in flags.dm
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// species flags_1. these can be found in flags_1.dm
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var/list/species_traits = list()
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var/attack_verb = "punch" // punch-specific attack verb
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@@ -153,7 +153,7 @@
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if(!locate(/obj/item/weapon) in held_items)
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best_force = 0
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if(restrained() || blacklistItems[pickupTarget] || (pickupTarget && (pickupTarget.flags & NODROP)))
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if(restrained() || blacklistItems[pickupTarget] || (pickupTarget && (pickupTarget.flags_1 & NODROP_1)))
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pickupTarget = null
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if(!resisting && pickupTarget)
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@@ -274,7 +274,7 @@
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// check if target has a weapon
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var/obj/item/weapon/W
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for(var/obj/item/weapon/I in target.held_items)
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if(!(I.flags & ABSTRACT))
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if(!(I.flags_1 & ABSTRACT_1))
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W = I
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break
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@@ -34,4 +34,4 @@
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if(T)
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. = T.could_speak_in_language(dt)
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else
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. = initial(dt.flags) & TONGUELESS_SPEECH
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. = initial(dt.flags_1) & TONGUELESS_SPEECH
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@@ -4,9 +4,9 @@
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icon_state = "std_module"
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w_class = WEIGHT_CLASS_GIGANTIC
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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flags_1 = CONDUCT_1
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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flags_1 = CONDUCT_1
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var/list/basic_modules = list() //a list of paths, converted to a list of instances on New()
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var/list/emag_modules = list() //ditto
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@@ -121,8 +121,8 @@
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if(I.loc != src)
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I.forceMove(src)
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modules += I
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I.flags |= NODROP
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I.mouse_opacity = MOUSE_OPACITY_OPAQUE
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I.flags_1 |= NODROP_1
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I.mouse_opacity = MOUSE_OPACITY_OPAQUE
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if(nonstandard)
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added_modules += I
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if(requires_rebuild)
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@@ -248,7 +248,7 @@
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/obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg,
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/obj/item/weapon/soap/nanotrasen,
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/obj/item/borg/cyborghug)
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emag_modules = list(/obj/item/weapon/melee/transforming/energy/sword/cyborg)
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emag_modules = list(/obj/item/weapon/melee/transforming/energy/sword/cyborg)
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ratvar_modules = list(
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/obj/item/clockwork/slab/cyborg,
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/obj/item/clockwork/ratvarian_spear/cyborg,
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@@ -471,7 +471,7 @@
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/obj/item/stack/tile/plasteel/cyborg,
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/obj/item/weapon/soap/nanotrasen,
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/obj/item/weapon/storage/bag/trash/cyborg,
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/obj/item/weapon/extinguisher/mini,
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/obj/item/weapon/extinguisher/mini,
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/obj/item/weapon/mop/cyborg,
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/obj/item/device/lightreplacer/cyborg,
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/obj/item/weapon/holosign_creator,
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@@ -518,7 +518,7 @@
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/obj/item/weapon/reagent_containers/food/condiment/enzyme,
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/obj/item/weapon/pen,
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/obj/item/toy/crayon/spraycan/borg,
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/obj/item/weapon/extinguisher/mini,
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/obj/item/weapon/extinguisher/mini,
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/obj/item/weapon/hand_labeler/borg,
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/obj/item/weapon/razor,
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/obj/item/device/instrument/violin,
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@@ -594,7 +594,7 @@
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name = "Syndicate Assault"
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basic_modules = list(
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/obj/item/device/assembly/flash/cyborg,
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/obj/item/weapon/melee/transforming/energy/sword/cyborg,
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/obj/item/weapon/melee/transforming/energy/sword/cyborg,
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/obj/item/weapon/gun/energy/printer,
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/obj/item/weapon/gun/ballistic/revolver/grenadelauncher/cyborg,
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/obj/item/weapon/card/emag,
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@@ -621,7 +621,7 @@
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/obj/item/weapon/hemostat,
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/obj/item/weapon/cautery,
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/obj/item/weapon/scalpel,
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/obj/item/weapon/melee/transforming/energy/sword/cyborg/saw,
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/obj/item/weapon/melee/transforming/energy/sword/cyborg/saw,
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/obj/item/roller/robo,
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/obj/item/weapon/card/emag,
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/obj/item/weapon/crowbar/cyborg,
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@@ -80,7 +80,7 @@
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/obj/item/weapon/restraints/legcuffs/beartrap/mega_arachnid
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name = "fleshy restraints"
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desc = "Used by mega arachnids to immobilize their prey."
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flags = DROPDEL
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flags_1 = DROPDEL_1
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icon_state = "tentacle_end"
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icon = 'icons/obj/projectiles.dmi'
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@@ -251,9 +251,9 @@ Difficulty: Medium
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animate(src, transform = M, pixel_y = -6, dir = final_dir, time = 2, easing = EASE_IN|EASE_OUT)
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sleep(5)
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animate(src, color = list("#A7A19E", "#A7A19E", "#A7A19E", list(0, 0, 0)), time = 10, easing = EASE_IN, flags = ANIMATION_PARALLEL)
|
||||
animate(src, color = list("#A7A19E", "#A7A19E", "#A7A19E", list(0, 0, 0)), time = 10, easing = EASE_IN, flags_1 = ANIMATION_PARALLEL)
|
||||
sleep(4)
|
||||
animate(src, alpha = 0, time = 6, easing = EASE_OUT, flags = ANIMATION_PARALLEL)
|
||||
animate(src, alpha = 0, time = 6, easing = EASE_OUT, flags_1 = ANIMATION_PARALLEL)
|
||||
|
||||
/obj/item/device/gps/internal/miner
|
||||
icon_state = null
|
||||
|
||||
@@ -193,7 +193,7 @@ Difficulty: Medium
|
||||
qdel(F)
|
||||
if(stat == DEAD)
|
||||
swooping &= ~SWOOP_DAMAGEABLE
|
||||
animate(src, alpha = 255, transform = oldtransform, time = 0, flags = ANIMATION_END_NOW) //reset immediately
|
||||
animate(src, alpha = 255, transform = oldtransform, time = 0, flags_1 = ANIMATION_END_NOW) //reset immediately
|
||||
return
|
||||
animate(src, alpha = 100, transform = matrix()*0.7, time = 7)
|
||||
swooping |= SWOOP_INVULNERABLE
|
||||
|
||||
@@ -11,7 +11,7 @@ This rewrite was needed, but is far from perfect. Report any bugs you come acros
|
||||
Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
|
||||
|
||||
If you came here to see how to use saycode, all you will ever really need to call is say(message).
|
||||
To have things react when other things speak around them, add the HEAR_1 flag to their flags variable and
|
||||
To have things react when other things speak around them, add the HEAR_1 flag to their flags_1 variable and
|
||||
override their Hear() proc.
|
||||
|
||||
=======================PROCS & VARIABLES=======================
|
||||
@@ -43,7 +43,7 @@ global procs
|
||||
Attaches span classes around input.
|
||||
|
||||
/atom/movable
|
||||
flags
|
||||
flags_1
|
||||
The HEAR_1 flag determines whether something is a hearer or not.
|
||||
Hear() is only called on procs with this flag.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user