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Functional M5 Gasmask 2: Electric Boogaloo #5083
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70% NVG code 30% trial and error
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Uh... You can't just edit flags like this, helmets have subtypes with different flags that would get removed when you remove the gas mask. This is ideally a job for traits but that needs refactoring said flags
At the very least you need to use initial() here - and i'm not sure it's enough depending on item interactions
I don't want to make Functional M5 Gasmask 3: Fucking With Functional Code To Make One Obscure Feature Work Better
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Changes appear to work in game other than the runtime that one of my suggestions caused. By the way, the suggestions I've been making you can just add to batch and apply rather than doing changes manually.
Co-authored-by: Drathek <[email protected]>
About the pull request
Makes the M5 Gasmask actually work
70% NVG code 30% trial and error
This time I probably won't fuck things up.
#5072
Explain why it's good for the game
Consistency, the regular gasmask protects you against CN20 Nerve Gas, whereas the helmet gasmask previously did not.
Testing Photographs and Procedure
Screenshots & Videos
Gas.mp4
Changelog
🆑 Ediblebomb
add: M5 Helmet Gasmask now functions as a gasmask when in a marine helmet (and yes, gasmasks do still have some functionality)
/:cl: