diff --git a/code/__DEFINES/obj_flags.dm b/code/__DEFINES/obj_flags.dm index 4d74fc4663..1885dd2621 100644 --- a/code/__DEFINES/obj_flags.dm +++ b/code/__DEFINES/obj_flags.dm @@ -2,12 +2,12 @@ #define EMAGGED (1<<0) -#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! -#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items? -#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla -#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no -#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart? -#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing? +#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! +#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items? +#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla +#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no +#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart? +#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing? #define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI. #define FROZEN (1<<8) #define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check. @@ -17,28 +17,30 @@ // Flags for the item_flags var on /obj/item #define BEING_REMOVED (1<<0) -#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips -#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips -#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use. +#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips +#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips +#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use. #define SLOWS_WHILE_IN_HAND (1<<4) -#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials. -#define DROPDEL (1<<6) //When dropped, it calls qdel on itself +#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials. +#define DROPDEL (1<<6) //When dropped, it calls qdel on itself #define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() -#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff -#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect) +#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff +#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect) #define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes) -#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform. +#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform. // Flags for the clothing_flags var on /obj/item/clothing -#define LAVAPROTECT (1<<0) +#define LAVAPROTECT (1<<0) #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. #define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define ALLOWINTERNALS (1<<3) //mask allows internals -#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc +#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc #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. -#define VOICEBOX_TOGGLABLE (1<<6) //The voicebox in this clothing can be toggled. -#define VOICEBOX_DISABLED (1<<7) //The voicebox is currently turned off. +#define VOICEBOX_TOGGLABLE (1<<6) //The voicebox in this clothing can be toggled. +#define VOICEBOX_DISABLED (1<<7) //The voicebox is currently turned off. +#define SNUG_FIT (1<<8) //Prevents knock-off from things like hat-throwing. +#define ANTI_TINFOIL_MANEUVER (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat). // Flags for the organ_flags var on /obj/item/organ @@ -47,8 +49,4 @@ #define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed #define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change. #define ORGAN_VITAL (1<<4) //Currently only the brain -#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances - - -#define SNUG_FIT (1<<11) //Prevents knock-off from things like hat-throwing. -#define ANTI_TINFOIL_MANEUVER (1<<12) //Hats with negative effects when worn (i.e the tinfoil hat). \ No newline at end of file +#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances \ No newline at end of file diff --git a/code/modules/clothing/head/_head.dm b/code/modules/clothing/head/_head.dm index edfaed904c..358942627d 100644 --- a/code/modules/clothing/head/_head.dm +++ b/code/modules/clothing/head/_head.dm @@ -71,7 +71,7 @@ ///if the hat manages to knock something off if(H.dropItemToGround(WH)) H.visible_message("[src] knocks [WH] off [H]'s head!", "[WH] is suddenly knocked off your head by [src]!") - if(H.equip_to_slot_if_possible(src, SLOT_HEAD, 0, 1, 1)) + if(H.equip_to_slot_if_possible(src, SLOT_HEAD, FALSE, TRUE)) H.visible_message("[src] lands neatly on [H]'s head!", "[src] lands perfectly onto your head!") return if(iscyborg(hit_atom))