Leave any sanity you had at the door step (#5885)

This commit is contained in:
Erki
2019-01-03 19:08:54 +01:00
committed by Werner
parent a4643d0e87
commit f29506a45a
113 changed files with 383 additions and 1153 deletions
@@ -156,7 +156,6 @@
while (touched_mobs[i])
mobnames += "."
else mobnames += "Affected player: [touched_mobs[1]]."
//world << "DEBUG: [mobnames]"
var/containing = ""
if (contained)
containing += ", containing [contained]"
+1 -1
View File
@@ -19,7 +19,7 @@
proc/Gib(atom/location, var/list/viruses = list(), var/datum/dna/MobDNA = null)
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
world << "<span class='warning'>Gib list length mismatch!</span>"
to_world("<span class='warning'>Gib list length mismatch!</span>")
return
var/obj/effect/decal/cleanable/blood/gibs/gib = null
-5
View File
@@ -94,7 +94,6 @@ move an amendment</a> to the drawing.</p>
return AREA_STATION
/obj/item/blueprints/proc/create_area()
//world << "DEBUG: create_area"
var/res = detect_room(get_turf(usr))
if(!istype(res,/list))
switch(res)
@@ -116,9 +115,6 @@ move an amendment</a> to the drawing.</p>
return
var/area/A = new
A.name = str
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
A.power_equip = 0
A.power_light = 0
A.power_environ = 0
@@ -141,7 +137,6 @@ move an amendment</a> to the drawing.</p>
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = "[A.name]"
var/str = sanitizeSafe(input("New area name:","Blueprint Editing", prevname), MAX_NAME_LEN)
if(!str || !length(str) || str==prevname) //cancel
@@ -18,8 +18,6 @@
return ..()
/obj/item/radio/integrated/proc/post_signal(var/freq, var/key, var/value, var/key2, var/value2, var/key3, var/value3, s_filter)
//world << "Post: [freq]: [key]=[value], [key2]=[value2]"
var/datum/radio_frequency/frequency = SSradio.return_frequency(freq)
if(!frequency) return
@@ -56,13 +54,6 @@
// create/populate list as they are recvd
/obj/item/radio/integrated/beepsky/receive_signal(datum/signal/signal)
// var/obj/item/device/pda/P = src.loc
/*
world << "recvd:[P] : [signal.source]"
for(var/d in signal.data)
world << "- [d] = [signal.data[d]]"
*/
if (signal.data["type"] == "secbot")
if(!botlist)
botlist = new()
@@ -74,8 +65,6 @@
var/list/b = signal.data
botstatus = b.Copy()
// if (istype(P)) P.updateSelfDialog()
/obj/item/radio/integrated/beepsky/Topic(href, href_list)
..()
var/obj/item/device/pda/PDA = src.hostpda
@@ -136,13 +125,6 @@
// create/populate lists as they are recvd
/obj/item/radio/integrated/mule/receive_signal(datum/signal/signal)
// var/obj/item/device/pda/P = src.loc
/*
world << "recvd:[P] : [signal.source]"
for(var/d in signal.data)
world << "- [d] = [signal.data[d]]"
*/
if(signal.data["type"] == "mulebot")
if(!botlist)
botlist = new()
@@ -232,7 +232,6 @@ var/global/list/default_medbay_channels = list(
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
@@ -97,5 +97,5 @@ var/datum/uplink_random_selection/default_uplink_selection = new/datum/uplink_ra
/proc/debug_uplink_item_assoc_list()
for(var/key in uplink.items_assoc)
world << "[key] - [uplink.items_assoc[key]]"
to_world("[key] - [uplink.items_assoc[key]]")
#endif
@@ -14,7 +14,6 @@
var/repeat = 0
/obj/item/device/violin/proc/playnote(var/note as text)
//world << "Note: [note]"
var/soundfile
/*BYOND loads resource files at compile time if they are ''. This means you can't really manipulate them dynamically.
Tried doing it dynamically at first but its more trouble than its worth. Would have saved many lines tho.*/
@@ -201,18 +200,14 @@
cur_acc[i] = "n"
for(var/line in song.lines)
//world << line
for(var/beat in text2list(lowertext(line), ","))
//world << "beat: [beat]"
var/list/notes = text2list(beat, "/")
for(var/note in text2list(notes[1], "-"))
//world << "note: [note]"
if(!playing || !isliving(loc))//If the violin is playing, or isn't held by a person
playing = 0
return
if(lentext(note) == 0)
continue
//world << "Parse: [copytext(note,1,2)]"
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
@@ -44,8 +44,6 @@
force = material.get_blunt_damage()
force = round(force*force_divisor)
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
//spawn(1)
// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
/obj/item/weapon/material/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
@@ -51,7 +51,6 @@
force_unwielded = round(force_wielded*unwielded_force_divisor)
force = force_unwielded
throwforce = round(force*thrown_force_divisor)
//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
/obj/item/weapon/material/twohanded/New()
..()
-5
View File
@@ -31,7 +31,6 @@
icon_state = "piano"
/obj/structure/device/piano/proc/playnote(var/note as text)
//world << "Note: [note]"
var/soundfile
/*BYOND loads resource files at compile time if they are ''. This means you can't really manipulate them dynamically.
Tried doing it dynamically at first but its more trouble than its worth. Would have saved many lines tho.*/
@@ -222,18 +221,14 @@
cur_acc[i] = "n"
for(var/line in song.lines)
//world << line
for(var/beat in text2list(lowertext(line), ","))
//world << "beat: [beat]"
var/list/notes = text2list(beat, "/")
for(var/note in text2list(notes[1], "-"))
//world << "note: [note]"
if(!playing || !anchored)//If the piano is playing, or is loose
playing = 0
return
if(lentext(note) == 0)
continue
//world << "Parse: [copytext(note,1,2)]"
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue