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https://github.com/Bubberstation/Bubberstation.git
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Merge pull request #49421 from ShizCalev/define-cleanup
Cleans up redundant math defines
This commit is contained in:
@@ -55,7 +55,7 @@
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log_combat(user, H, "starts slicing the throat of")
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playsound(H.loc, butcher_sound, 50, TRUE, -1)
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if(do_mob(user, H, CLAMP(500 / source.force, 30, 100)) && H.Adjacent(source))
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if(do_mob(user, H, clamp(500 / source.force, 30, 100)) && H.Adjacent(source))
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", MSG_VISUAL, \
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"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
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@@ -65,7 +65,7 @@
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"<span class='userdanger'>[user] slits your throat...</span>")
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log_combat(user, H, "finishes slicing the throat of")
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
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H.bleed_rate = CLAMP(H.bleed_rate + 20, 0, 30)
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H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
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@@ -54,7 +54,7 @@
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/datum/fantasy_affix/pyromantic/apply(datum/component/fantasy/comp, newName)
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var/obj/item/master = comp.parent
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comp.appliedComponents += master.AddComponent(/datum/component/igniter, CLAMP(comp.quality, 1, 10))
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comp.appliedComponents += master.AddComponent(/datum/component/igniter, clamp(comp.quality, 1, 10))
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return "pyromantic [newName]"
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/datum/fantasy_affix/vampiric
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@@ -88,7 +88,7 @@ GLOBAL_LIST_EMPTY(GPS_list)
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if(!ui)
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// Variable window height, depending on how many GPS units there are
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// to show, clamped to relatively safe range.
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var/gps_window_height = CLAMP(325 + GLOB.GPS_list.len * 14, 325, 700)
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var/gps_window_height = clamp(325 + GLOB.GPS_list.len * 14, 325, 700)
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ui = new(user, src, ui_key, "gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
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ui.open()
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@@ -14,8 +14,8 @@
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var/x = target.x
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var/y = target.y
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var/z = target.z
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var/turf/southwest = locate(CLAMP(x - (direction & WEST ? range : 0), 1, world.maxx), CLAMP(y - (direction & SOUTH ? range : 0), 1, world.maxy), CLAMP(z, 1, world.maxz))
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var/turf/northeast = locate(CLAMP(x + (direction & EAST ? range : 0), 1, world.maxx), CLAMP(y + (direction & NORTH ? range : 0), 1, world.maxy), CLAMP(z, 1, world.maxz))
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var/turf/southwest = locate(clamp(x - (direction & WEST ? range : 0), 1, world.maxx), clamp(y - (direction & SOUTH ? range : 0), 1, world.maxy), clamp(z, 1, world.maxz))
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var/turf/northeast = locate(clamp(x + (direction & EAST ? range : 0), 1, world.maxx), clamp(y + (direction & NORTH ? range : 0), 1, world.maxy), clamp(z, 1, world.maxz))
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//holder.vis_contents += block(southwest, northeast) // This doesnt work because of beta bug memes
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for(var/i in block(southwest, northeast))
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holder.vis_contents += i
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@@ -176,7 +176,7 @@
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return (nanite_volume > 0)
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/datum/component/nanites/proc/adjust_nanites(datum/source, amount)
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nanite_volume = CLAMP(nanite_volume + amount, 0, max_nanites)
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nanite_volume = clamp(nanite_volume + amount, 0, max_nanites)
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if(nanite_volume <= 0) //oops we ran out
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qdel(src)
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@@ -188,7 +188,7 @@
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if(remove || stealth)
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return //bye icon
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var/nanite_percent = (nanite_volume / max_nanites) * 100
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nanite_percent = CLAMP(CEILING(nanite_percent, 10), 10, 100)
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nanite_percent = clamp(CEILING(nanite_percent, 10), 10, 100)
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holder.icon_state = "nanites[nanite_percent]"
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/datum/component/nanites/proc/on_emp(datum/source, severity)
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@@ -250,13 +250,13 @@
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return FALSE
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/datum/component/nanites/proc/set_volume(datum/source, amount)
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nanite_volume = CLAMP(amount, 0, max_nanites)
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nanite_volume = clamp(amount, 0, max_nanites)
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/datum/component/nanites/proc/set_max_volume(datum/source, amount)
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max_nanites = max(1, max_nanites)
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/datum/component/nanites/proc/set_cloud(datum/source, amount)
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cloud_id = CLAMP(amount, 0, 100)
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cloud_id = clamp(amount, 0, 100)
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/datum/component/nanites/proc/set_cloud_sync(datum/source, method)
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switch(method)
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@@ -268,7 +268,7 @@
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cloud_active = TRUE
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/datum/component/nanites/proc/set_safety(datum/source, amount)
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safety_threshold = CLAMP(amount, 0, max_nanites)
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safety_threshold = clamp(amount, 0, max_nanites)
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/datum/component/nanites/proc/set_regen(datum/source, amount)
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regen_rate = amount
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@@ -335,8 +335,8 @@
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numbered_contents = _process_numerical_display()
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adjusted_contents = numbered_contents.len
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var/columns = CLAMP(max_items, 1, screen_max_columns)
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var/rows = CLAMP(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
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var/columns = clamp(max_items, 1, screen_max_columns)
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var/rows = clamp(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
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standard_orient_objs(rows, columns, numbered_contents)
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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@@ -177,7 +177,7 @@
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/datum/component/wet_floor/proc/_do_add_wet(type, duration_minimum, duration_add, duration_maximum)
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var/time = 0
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if(LAZYACCESS(time_left_list, "[type]"))
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time = CLAMP(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
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time = clamp(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
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else
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time = min(duration_minimum, duration_maximum)
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LAZYSET(time_left_list, "[type]", time)
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