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https://github.com/Aurorastation/Aurora.3.git
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DMdocs (#21103)
Progress on DMDocs. PRing progress so far so there's not one mega PR later with 1500 affected files. I want my goddamn highlight text on what all these goddamn procs goddamn do goddamnit. >:( No actual code change anywhere in this PR, only comments. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
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@@ -92,7 +92,9 @@ Quick adjacency (to turf):
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return TRUE
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return FALSE
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// This is necessary for storage items not on your person.
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/**
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* This is necessary for storage items not on your person.
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*/
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/obj/item/Adjacent(atom/neighbor, atom/target, atom/movable/mover, recurse = 1)
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if(neighbor == loc)
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return TRUE
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@@ -131,7 +133,8 @@ Quick adjacency (to turf):
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return FALSE
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/*** END AURORA SNOWFLAKE CODE ***/
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else if(!border_only) // dense, not on border, cannot pass over
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// Dense, not on border, cannot pass over
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else if(!border_only)
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return FALSE
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return TRUE
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+36
-9
@@ -96,7 +96,6 @@
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than anything else in the game, atoms have separate procs
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for AI shift, ctrl, and alt clicking.
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*/
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/mob/living/silicon/ai/ShiftClickOn(var/atom/A)
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if(!control_disabled && A.AIShiftClick(src))
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return
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@@ -120,20 +119,31 @@
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The following criminally helpful code is just the previous code cleaned up;
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I have no idea why it was in atoms.dm instead of respective files.
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*/
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/atom/proc/AICtrlShiftClick()
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return
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/atom/proc/AIShiftClick(var/mob/user)
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return
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/obj/machinery/door/airlock/AIShiftClick(var/mob/user) // Opens and closes doors!
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/**
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* Opens and closes doors!
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*
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* * mob/user - The mob doing it.
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*
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* Returns TRUE
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*/
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/obj/machinery/door/airlock/AIShiftClick(var/mob/user)
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open_interact(user, density)
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return TRUE
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/atom/proc/AICtrlClick(mob/user)
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return
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/**
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* Toggles airlock bolts.
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*
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* Returns TRUE
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*/
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/obj/machinery/door/airlock/AICtrlClick(mob/user) // Bolts doors
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if(player_is_antag(user.mind))
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bolts_override(user, !locked, FALSE, player_is_antag(user.mind))
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@@ -141,11 +151,21 @@
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bolts_interact(user, !locked, FALSE, player_is_antag(user.mind))
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return TRUE
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/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
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/**
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* Turns on/off an APC (breaker toggle).
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*
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* Returns TRUE
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*/
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/obj/machinery/power/apc/AICtrlClick()
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toggle_breaker()
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return TRUE
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/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
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/**
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* Turns on/off a turret.
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*
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* Returns TRUE
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*/
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/obj/machinery/turretid/AICtrlClick()
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enabled = !enabled
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updateTurrets()
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return TRUE
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@@ -153,7 +173,14 @@
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/atom/proc/AIAltClick(var/mob/living/silicon/user)
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return AltClick(user)
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/obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user) // Electrifies doors.
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/**
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* Electrifies doors; non-antag silicons get a private IC 'naughty naughty' msg and nothing happens
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*
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* * /mob/living/silicon/user - The mob doing it.
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*
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* Returns TRUE or FALSE
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*/
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/obj/machinery/door/airlock/AIAltClick(var/mob/living/silicon/user)
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var/antag = player_is_antag(user.mind)
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if(!antag && (electrified_until == 0))
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to_chat(user, SPAN_WARNING("Your programming prevents you from electrifying the door."))
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@@ -173,9 +200,9 @@
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/atom/proc/AIMiddleClick(var/mob/living/silicon/user)
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return FALSE
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//
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// Override AdjacentQuick for AltClicking
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//
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/**
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* Override AdjacentQuick for AltClicking
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*/
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/mob/living/silicon/ai/TurfAdjacent(var/turf/T)
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return (GLOB.cameranet && GLOB.cameranet.is_turf_visible(T))
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@@ -23,8 +23,8 @@
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to_chat(src, "Hardsuit activation mode set to alt-click.")
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if(HARDSUIT_MODE_CTRL_CLICK)
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to_chat(src, "Hardsuit activation mode set to control-click.")
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/// Should never get here, but just in case:
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else
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// should never get here, but just in case:
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soft_assert(0, "Bad hardsuit click mode: [hardsuit_click_mode] - expected 0 to [MAX_HARDSUIT_CLICK_MODE]")
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to_chat(src, "Somehow you bugged the system. Setting your hardsuit mode to middle-click.")
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hardsuit_click_mode = HARDSUIT_MODE_MIDDLE_CLICK
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@@ -59,14 +59,16 @@
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/mob/living/proc/HardsuitClickOn(var/atom/A, var/alert_ai = 0)
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if(!can_use_rig())
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return FALSE
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if(!canClick()) // return true to stop the initial click from going through if we're just on cooldown
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// Return TRUE to stop the initial click from going through if we're just on cooldown
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if(!canClick())
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return TRUE
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var/obj/item/rig/rig = get_rig()
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if(istype(rig) && !rig.offline && rig.selected_module)
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if(src != rig.wearer && !rig.ai_can_move_suit(src, TRUE))
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return FALSE
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rig.selected_module.do_engage(A, src, alert_ai)
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if(ismob(A)) // No instant mob attacking - though modules have their own cooldowns
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// No instant mob attacking - though modules have their own cooldowns
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if(ismob(A))
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setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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return TRUE
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return FALSE
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