mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-11 16:14:08 +01:00
[MIRROR] Gets rid of a couple of single-letter variables [MDB IGNORE] (#24370)
* Gets rid of a couple of single-letter variables * Fix diffs --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
@@ -80,19 +80,19 @@
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#define ADMIN_SEE_ZLEVEL_LAYOUT "(<A href='?_src_=holder;[HrefToken(forceGlobal = TRUE)];debug_z_levels=1'>SEE Z-LEVEL LAYOUT</a>)"
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/atom/proc/Admin_Coordinates_Readable(area_name, admin_jump_ref)
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var/turf/T = Safe_COORD_Location()
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return T ? "[area_name ? "[get_area_name(T, TRUE)] " : " "]([T.x],[T.y],[T.z])[admin_jump_ref ? " [ADMIN_JMP(T)]" : ""]" : "nonexistent location"
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var/turf/turf_at_coords = Safe_COORD_Location()
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return turf_at_coords ? "[area_name ? "[get_area_name(turf_at_coords, TRUE)] " : " "]([turf_at_coords.x],[turf_at_coords.y],[turf_at_coords.z])[admin_jump_ref ? " [ADMIN_JMP(turf_at_coords)]" : ""]" : "nonexistent location"
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/atom/proc/Safe_COORD_Location()
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var/atom/A = drop_location()
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if(!A)
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var/atom/drop_atom = drop_location()
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if(!drop_atom)
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return //not a valid atom.
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var/turf/T = get_step(A, 0) //resolve where the thing is.
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if(!T) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside it's internal storage.
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var/atom/last_try = A.loc?.drop_location() //one last try, otherwise fuck it.
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var/turf/drop_turf = get_step(drop_atom, 0) //resolve where the thing is.
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if(!drop_turf) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside it's internal storage.
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var/atom/last_try = drop_atom.loc?.drop_location() //one last try, otherwise fuck it.
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if(last_try)
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T = get_step(last_try, 0)
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return T
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drop_turf = get_step(last_try, 0)
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return drop_turf
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/turf/Safe_COORD_Location()
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return src
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@@ -429,9 +429,9 @@
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return
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var/list/result = new
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if(skiprep)
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for(var/e in first)
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if(!(e in result) && !(e in second))
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UNTYPED_LIST_ADD(result, e)
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for(var/entry in first)
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if(!(entry in result) && !(entry in second))
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UNTYPED_LIST_ADD(result, entry)
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else
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result = first - second
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return result
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@@ -765,9 +765,9 @@
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inserted_list.Cut(to_index, to_index + 1)
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else
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if(to_index > from_index)
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var/a = to_index
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var/temp = to_index
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to_index = from_index
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from_index = a
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from_index = temp
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for(var/i in 1 to len)
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inserted_list.Swap(from_index++, to_index++)
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@@ -13,8 +13,8 @@ GLOBAL_VAR(string_filename_current_key)
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if((filepath in GLOB.string_cache) && (key in GLOB.string_cache[filepath]))
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var/response = pick(GLOB.string_cache[filepath][key])
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var/regex/r = regex("@pick\\((\\D+?)\\)", "g")
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response = r.Replace(response, GLOBAL_PROC_REF(strings_subkey_lookup))
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var/regex/needs_replacing = regex("@pick\\((\\D+?)\\)", "g")
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response = needs_replacing.Replace(response, GLOBAL_PROC_REF(strings_subkey_lookup))
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return response
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else
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CRASH("strings list not found: [STRING_DIRECTORY]/[filepath], index=[key]")
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@@ -56,9 +56,9 @@
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/// Inits GLOB.species_list. Not using GLOBAL_LIST_INIT b/c it depends on GLOB.string_lists
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/proc/init_species_list()
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for(var/spath in subtypesof(/datum/species))
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var/datum/species/S = new spath()
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GLOB.species_list[S.id] = spath
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for(var/species_path in subtypesof(/datum/species))
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var/datum/species/species = new species_path()
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GLOB.species_list[species.id] = species_path
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sort_list(GLOB.species_list, GLOBAL_PROC_REF(cmp_typepaths_asc))
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/// Inits GLOB.surgeries
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+83
-84
@@ -210,26 +210,26 @@ world
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// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
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/icon/proc/MinColors(icon)
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var/icon/I = new(src)
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I.Opaque()
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I.Blend(icon, ICON_SUBTRACT)
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Blend(I, ICON_SUBTRACT)
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var/icon/new_icon = new(src)
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new_icon.Opaque()
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new_icon.Blend(icon, ICON_SUBTRACT)
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Blend(new_icon, ICON_SUBTRACT)
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// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
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/icon/proc/MaxColors(icon)
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var/icon/I
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var/icon/new_icon
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if(isicon(icon))
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I = new(icon)
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new_icon = new(icon)
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else
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// solid color
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I = new(src)
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I.Blend("#000000", ICON_OVERLAY)
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I.SwapColor("#000000", null)
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I.Blend(icon, ICON_OVERLAY)
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var/icon/J = new(src)
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J.Opaque()
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I.Blend(J, ICON_SUBTRACT)
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Blend(I, ICON_OR)
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new_icon = new(src)
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new_icon.Blend("#000000", ICON_OVERLAY)
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new_icon.SwapColor("#000000", null)
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new_icon.Blend(icon, ICON_OVERLAY)
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var/icon/blend_icon = new(src)
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blend_icon.Opaque()
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new_icon.Blend(blend_icon, ICON_SUBTRACT)
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Blend(new_icon, ICON_OR)
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// make this icon fully opaque--transparent pixels become black
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/icon/proc/Opaque(background = "#000000")
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@@ -247,10 +247,10 @@ world
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AddAlphaMask(mask)
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/icon/proc/AddAlphaMask(mask)
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var/icon/M = new(mask)
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M.Blend("#ffffff", ICON_SUBTRACT)
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var/icon/mask_icon = new(mask)
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mask_icon.Blend("#ffffff", ICON_SUBTRACT)
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// apply mask
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Blend(M, ICON_ADD)
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Blend(mask_icon, ICON_ADD)
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/*
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HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
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@@ -843,15 +843,15 @@ world
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#undef PROCESS_OVERLAYS_OR_UNDERLAYS
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/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
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var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
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for(var/V in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
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var/image/I = V
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if(I.layer>A.layer)
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/proc/getIconMask(atom/atom_to_mask)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
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var/icon/alpha_mask = new(atom_to_mask.icon, atom_to_mask.icon_state)//So we want the default icon and icon state of atom_to_mask.
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for(var/iterated_image in atom_to_mask.overlays)//For every image in overlays. var/image/image will not work, don't try it.
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var/image/image = iterated_image
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if(image.layer > atom_to_mask.layer)
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continue//If layer is greater than what we need, skip it.
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var/icon/image_overlay = new(I.icon,I.icon_state)//Blend only works with icon objects.
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var/icon/image_overlay = new(image.icon, image.icon_state)//Blend only works with icon objects.
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//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
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alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
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alpha_mask.Blend(image_overlay, ICON_OR)//OR so they are lumped together in a nice overlay.
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return alpha_mask//And now return the mask.
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/**
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@@ -892,17 +892,17 @@ world
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opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
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opacity_icon.ChangeOpacity(0.4)//Front end for MapColors so it's fast. 0.5 means half opacity and looks the best in my opinion.
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for(var/i in 1 to 5)//And now we add it as overlays. It's faster than creating an icon and then merging it.
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var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
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var/image/camo_image = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
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switch(i)//Now to determine offset so the result is somewhat blurred.
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if(2)
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I.pixel_x--
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camo_image.pixel_x--
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if(3)
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I.pixel_x++
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camo_image.pixel_x++
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if(4)
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I.pixel_y--
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camo_image.pixel_y--
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if(5)
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I.pixel_y++
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add_overlay(I)//And finally add the overlay.
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camo_image.pixel_y++
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add_overlay(camo_image)//And finally add the overlay.
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/proc/getHologramIcon(icon/A, safety = TRUE, opacity = 0.5)//If safety is on, a new icon is not created.
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var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
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@@ -958,54 +958,54 @@ world
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GLOBAL_LIST_EMPTY(friendly_animal_types)
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// Pick a random animal instead of the icon, and use that instead
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/proc/getRandomAnimalImage(atom/A)
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/proc/getRandomAnimalImage(atom/animal)
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if(!GLOB.friendly_animal_types.len)
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for(var/T in typesof(/mob/living/simple_animal))
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var/mob/living/simple_animal/SA = T
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if(initial(SA.gold_core_spawnable) == FRIENDLY_SPAWN)
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GLOB.friendly_animal_types += SA
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for(var/typepath in typesof(/mob/living/simple_animal))
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var/mob/living/simple_animal/simple_animal = typepath
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if(initial(simple_animal.gold_core_spawnable) == FRIENDLY_SPAWN)
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GLOB.friendly_animal_types += simple_animal
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var/mob/living/simple_animal/SA = pick(GLOB.friendly_animal_types)
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var/mob/living/simple_animal/simple_animal = pick(GLOB.friendly_animal_types)
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var/icon = initial(SA.icon)
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var/icon_state = initial(SA.icon_state)
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var/icon = initial(simple_animal.icon)
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var/icon_state = initial(simple_animal.icon_state)
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var/image/final_image = image(icon, icon_state=icon_state, loc = A)
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var/image/final_image = image(icon, icon_state=icon_state, loc = animal)
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if(ispath(SA, /mob/living/basic/butterfly))
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final_image.color = rgb(rand(0,255), rand(0,255), rand(0,255))
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if(ispath(simple_animal, /mob/living/basic/butterfly))
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final_image.color = rgb(rand(0, 255), rand(0, 255), rand(0, 255))
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// For debugging
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final_image.text = initial(SA.name)
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final_image.text = initial(simple_animal.name)
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return final_image
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//Interface for using DrawBox() to draw 1 pixel on a coordinate.
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//Returns the same icon specifed in the argument, but with the pixel drawn
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/proc/DrawPixel(icon/I,colour,drawX,drawY)
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if(!I)
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/proc/DrawPixel(icon/icon_to_use, colour, drawX, drawY)
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if(!icon_to_use)
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return 0
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var/Iwidth = I.Width()
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var/Iheight = I.Height()
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var/icon_width = icon_to_use.Width()
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var/icon_height = icon_to_use.Height()
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if(drawX > Iwidth || drawX <= 0)
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if(drawX > icon_width || drawX <= 0)
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return 0
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if(drawY > Iheight || drawY <= 0)
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if(drawY > icon_height || drawY <= 0)
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return 0
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I.DrawBox(colour,drawX, drawY)
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return I
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icon_to_use.DrawBox(colour, drawX, drawY)
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return icon_to_use
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//Interface for easy drawing of one pixel on an atom.
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/atom/proc/DrawPixelOn(colour, drawX, drawY)
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var/icon/I = new(icon)
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var/icon/J = DrawPixel(I, colour, drawX, drawY)
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if(J) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square.
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icon = J
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return J
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return 0
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var/icon/icon_one = new(icon)
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var/icon/result = DrawPixel(icon_one, colour, drawX, drawY)
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if(result) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square.
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icon = result
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return result
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return FALSE
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/// # If you already have a human and need to get its flat icon, call `get_flat_existing_human_icon()` instead.
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/// For creating consistent icons for human looking simple animals.
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@@ -1024,9 +1024,9 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
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body.equip_outfit_and_loadout(outfit, prefs, TRUE) //SKYRAT EDIT CHANGE
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var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
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for(var/D in showDirs)
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var/icon/partial = getFlatIcon(body, defdir=D)
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out_icon.Insert(partial,dir=D)
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for(var/direction in showDirs)
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var/icon/partial = getFlatIcon(body, defdir = direction)
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out_icon.Insert(partial, dir = direction)
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humanoid_icon_cache[icon_id] = out_icon
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dummy_key? unset_busy_human_dummy(dummy_key) : qdel(body)
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@@ -1271,39 +1271,38 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
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return SSassets.transport.get_asset_url(key)
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return "<img class='[extra_classes] icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"
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|
||||
|
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/proc/icon2base64html(thing)
|
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if (!thing)
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/proc/icon2base64html(target)
|
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if (!target)
|
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return
|
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var/static/list/bicon_cache = list()
|
||||
if (isicon(thing))
|
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var/icon/I = thing
|
||||
var/icon_base64 = icon2base64(I)
|
||||
if (isicon(target))
|
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var/icon/target_icon = target
|
||||
var/icon_base64 = icon2base64(target_icon)
|
||||
|
||||
if (I.Height() > world.icon_size || I.Width() > world.icon_size)
|
||||
if (target_icon.Height() > world.icon_size || target_icon.Width() > world.icon_size)
|
||||
var/icon_md5 = md5(icon_base64)
|
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icon_base64 = bicon_cache[icon_md5]
|
||||
if (!icon_base64) // Doesn't exist yet, make it.
|
||||
bicon_cache[icon_md5] = icon_base64 = icon2base64(I)
|
||||
bicon_cache[icon_md5] = icon_base64 = icon2base64(target_icon)
|
||||
|
||||
|
||||
return "<img class='icon icon-misc' src='data:image/png;base64,[icon_base64]'>"
|
||||
|
||||
// Either an atom or somebody fucked up and is gonna get a runtime, which I'm fine with.
|
||||
var/atom/A = thing
|
||||
var/key = "[istype(A.icon, /icon) ? "[REF(A.icon)]" : A.icon]:[A.icon_state]"
|
||||
var/atom/target_atom = target
|
||||
var/key = "[istype(target_atom.icon, /icon) ? "[REF(target_atom.icon)]" : target_atom.icon]:[target_atom.icon_state]"
|
||||
|
||||
|
||||
if (!bicon_cache[key]) // Doesn't exist, make it.
|
||||
var/icon/I = icon(A.icon, A.icon_state, SOUTH, 1)
|
||||
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
|
||||
var/icon/temp = I
|
||||
I = icon()
|
||||
I.Insert(temp, dir = SOUTH)
|
||||
var/icon/target_icon = icon(target_atom.icon, target_atom.icon_state, SOUTH, 1)
|
||||
if (ishuman(target)) // Shitty workaround for a BYOND issue.
|
||||
var/icon/temp = target_icon
|
||||
target_icon = icon()
|
||||
target_icon.Insert(temp, dir = SOUTH)
|
||||
|
||||
bicon_cache[key] = icon2base64(I)
|
||||
bicon_cache[key] = icon2base64(target_icon)
|
||||
|
||||
return "<img class='icon icon-[A.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
|
||||
return "<img class='icon icon-[target_atom.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
|
||||
|
||||
//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
|
||||
/proc/costly_icon2html(thing, target, sourceonly = FALSE)
|
||||
@@ -1315,8 +1314,8 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
|
||||
if (isicon(thing))
|
||||
return icon2html(thing, target)
|
||||
|
||||
var/icon/I = getFlatIcon(thing)
|
||||
return icon2html(I, target, sourceonly = sourceonly)
|
||||
var/icon/flat_icon = getFlatIcon(thing)
|
||||
return icon2html(flat_icon, target, sourceonly = sourceonly)
|
||||
|
||||
GLOBAL_LIST_EMPTY(transformation_animation_objects)
|
||||
|
||||
@@ -1354,18 +1353,18 @@ GLOBAL_LIST_EMPTY(transformation_animation_objects)
|
||||
animate(alpha=0)
|
||||
|
||||
GLOB.transformation_animation_objects[src] = transformation_objects
|
||||
for(var/A in transformation_objects)
|
||||
vis_contents += A
|
||||
addtimer(CALLBACK(src, PROC_REF(_reset_transformation_animation),filter_index),time)
|
||||
for(var/transformation_object in transformation_objects)
|
||||
vis_contents += transformation_object
|
||||
addtimer(CALLBACK(src, PROC_REF(_reset_transformation_animation), filter_index), time)
|
||||
|
||||
/*
|
||||
* Resets filters and removes transformation animations helper objects from vis contents.
|
||||
*/
|
||||
/atom/movable/proc/_reset_transformation_animation(filter_index)
|
||||
var/list/transformation_objects = GLOB.transformation_animation_objects[src]
|
||||
for(var/A in transformation_objects)
|
||||
vis_contents -= A
|
||||
qdel(A)
|
||||
for(var/transformation_object in transformation_objects)
|
||||
vis_contents -= transformation_object
|
||||
qdel(transformation_object)
|
||||
transformation_objects.Cut()
|
||||
GLOB.transformation_animation_objects -= src
|
||||
if(filters && length(filters) >= filter_index)
|
||||
|
||||
Reference in New Issue
Block a user