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[MIRROR] Replacing more C-style for loops with the faster, traditional ones. [MDB IGNORE] (#9560)
* Replacing more C-style for loops with the faster, traditional ones. (#62908) * Replacing more C-style for loops with the faster, traditional ones. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
@@ -357,7 +357,7 @@
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return
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return
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inserted_list = inserted_list.Copy()
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inserted_list = inserted_list.Copy()
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for(var/i = 1, i < inserted_list.len, ++i)
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for(var/i in 1 to inserted_list.len - 1)
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inserted_list.Swap(i, rand(i, inserted_list.len))
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inserted_list.Swap(i, rand(i, inserted_list.len))
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return inserted_list
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return inserted_list
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@@ -367,7 +367,7 @@
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if(!inserted_list)
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if(!inserted_list)
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return
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return
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for(var/i = 1, i < inserted_list.len, ++i)
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for(var/i in 1 to inserted_list.len - 1)
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inserted_list.Swap(i, rand(i, inserted_list.len))
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inserted_list.Swap(i, rand(i, inserted_list.len))
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///Return a list with no duplicate entries
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///Return a list with no duplicate entries
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@@ -410,7 +410,7 @@
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if(islist(wordlist))
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if(islist(wordlist))
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var/max = min(wordlist.len, 24)
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var/max = min(wordlist.len, 24)
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var/bit = 1
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var/bit = 1
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for(var/i = 1, i <= max, i++)
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for(var/i in 1 to max)
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if(bitfield & bit)
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if(bitfield & bit)
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return_list += wordlist[i]
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return_list += wordlist[i]
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bit = bit << 1
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bit = bit << 1
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@@ -471,7 +471,7 @@
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return //no need to move
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return //no need to move
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from_index += len //we want to shift left instead of right
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from_index += len //we want to shift left instead of right
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for(var/i = 0, i < distance, ++i)
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for(var/i in 1 to distance)
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inserted_list.Insert(from_index, null)
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inserted_list.Insert(from_index, null)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Cut(to_index, to_index + 1)
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inserted_list.Cut(to_index, to_index + 1)
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@@ -479,7 +479,7 @@
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if(from_index > to_index)
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if(from_index > to_index)
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from_index += len
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from_index += len
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for(var/i = 0, i < len, ++i)
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for(var/i in 1 to len)
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inserted_list.Insert(to_index, null)
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inserted_list.Insert(to_index, null)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Cut(from_index, from_index + 1)
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inserted_list.Cut(from_index, from_index + 1)
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@@ -495,7 +495,7 @@
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else
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else
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from_index += len
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from_index += len
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for(var/i = 0, i < distance, ++i)
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for(var/i in 1 to distance)
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inserted_list.Insert(from_index, null)
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inserted_list.Insert(from_index, null)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Swap(from_index, to_index)
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inserted_list.Cut(to_index, to_index + 1)
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inserted_list.Cut(to_index, to_index + 1)
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@@ -505,7 +505,7 @@
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to_index = from_index
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to_index = from_index
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from_index = a
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from_index = a
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for(var/i = 0, i < len, ++i)
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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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inserted_list.Swap(from_index++, to_index++)
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///replaces reverseList ~Carnie
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///replaces reverseList ~Carnie
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@@ -15,7 +15,7 @@ GLOBAL_VAR_INIT(fileaccess_timer, 0)
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root = "[GLOB.log_directory]/"
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root = "[GLOB.log_directory]/"
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var/path = root
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var/path = root
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for(var/i=0, i<max_iterations, i++)
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for(var/i in 1 to max_iterations)
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var/list/choices = flist(path)
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var/list/choices = flist(path)
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if(path != root)
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if(path != root)
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choices.Insert(1,"/")
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choices.Insert(1,"/")
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@@ -860,16 +860,16 @@ world
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var/icon/alpha_mask = getIconMask(src)//getFlatIcon(src) is accurate but SLOW. Not designed for running each tick. This is also a little slow since it's blending a bunch of icons together but good enough.
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var/icon/alpha_mask = getIconMask(src)//getFlatIcon(src) is accurate but SLOW. Not designed for running each tick. This is also a little slow since it's blending a bunch of icons together but good enough.
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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.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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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=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
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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/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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switch(i)//Now to determine offset so the result is somewhat blurred.
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switch(i)//Now to determine offset so the result is somewhat blurred.
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if(1)
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I.pixel_x--
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if(2)
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if(2)
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I.pixel_x++
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I.pixel_x--
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if(3)
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if(3)
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I.pixel_y--
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I.pixel_x++
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if(4)
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if(4)
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I.pixel_y--
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if(5)
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I.pixel_y++
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I.pixel_y++
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add_overlay(I)//And finally add the overlay.
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add_overlay(I)//And finally add the overlay.
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@@ -374,12 +374,12 @@ GLOBAL_LIST_INIT(space, list(" "))
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GLOBAL_LIST_INIT(binary, list("0","1"))
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GLOBAL_LIST_INIT(binary, list("0","1"))
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/proc/random_string(length, list/characters)
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/proc/random_string(length, list/characters)
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. = ""
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. = ""
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for(var/i=1, i<=length, i++)
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for(var/i in 1 to length)
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. += pick(characters)
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. += pick(characters)
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/proc/repeat_string(times, string="")
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/proc/repeat_string(times, string="")
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. = ""
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. = ""
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for(var/i=1, i<=times, i++)
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for(var/i in 1 to times)
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. += string
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. += string
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/proc/random_short_color()
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/proc/random_short_color()
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@@ -481,7 +481,7 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
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var/tlistlen = tlist.len
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var/tlistlen = tlist.len
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var/listlevel = -1
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var/listlevel = -1
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var/singlespace = -1 // if 0, double spaces are used before asterisks, if 1, single are
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var/singlespace = -1 // if 0, double spaces are used before asterisks, if 1, single are
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for(var/i = 1, i <= tlistlen, i++)
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for(var/i in 1 to tlistlen)
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var/line = tlist[i]
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var/line = tlist[i]
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var/count_asterisk = length(replacetext(line, regex("\[^\\*\]+", "g"), ""))
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var/count_asterisk = length(replacetext(line, regex("\[^\\*\]+", "g"), ""))
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if(count_asterisk % 2 == 1 && findtext(line, regex("^\\s*\\*", "g"))) // there is an extra asterisk in the beggining
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if(count_asterisk % 2 == 1 && findtext(line, regex("^\\s*\\*", "g"))) // there is an extra asterisk in the beggining
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@@ -514,7 +514,7 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
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// end for
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// end for
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t = tlist[1]
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t = tlist[1]
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for(var/i = 2, i <= tlistlen, i++)
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for(var/i in 2 to tlistlen)
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t += "\n" + tlist[i]
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t += "\n" + tlist[i]
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while(listlevel >= 0)
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while(listlevel >= 0)
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@@ -657,7 +657,7 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
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var/punctbuffer = ""
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var/punctbuffer = ""
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var/cutoff = 0
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var/cutoff = 0
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lentext = length_char(buffer)
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lentext = length_char(buffer)
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for(var/pos = 1, pos <= lentext, pos++)
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for(var/pos in 1 to lentext)
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let = copytext_char(buffer, -pos, -pos + 1)
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let = copytext_char(buffer, -pos, -pos + 1)
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if(!findtext(let, GLOB.is_punctuation)) //This won't handle things like Nyaaaa!~ but that's fine
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if(!findtext(let, GLOB.is_punctuation)) //This won't handle things like Nyaaaa!~ but that's fine
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break
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break
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@@ -788,10 +788,10 @@ so as to remain in compliance with the most up-to-date laws."
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return
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return
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var/list/alerts = mymob.alerts
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var/list/alerts = mymob.alerts
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if(!hud_shown)
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if(!hud_shown)
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for(var/i = 1, i <= alerts.len, i++)
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for(var/i in 1 to alerts.len)
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screenmob.client.screen -= alerts[alerts[i]]
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screenmob.client.screen -= alerts[alerts[i]]
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return 1
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return 1
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for(var/i = 1, i <= alerts.len, i++)
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for(var/i in 1 to alerts.len)
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var/atom/movable/screen/alert/alert = alerts[alerts[i]]
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var/atom/movable/screen/alert/alert = alerts[alerts[i]]
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if(alert.icon_state == "template")
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if(alert.icon_state == "template")
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alert.icon = ui_style
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alert.icon = ui_style
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@@ -17,7 +17,7 @@ SUBSYSTEM_DEF(lag_switch)
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var/slowmode_cooldown = 3 SECONDS
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var/slowmode_cooldown = 3 SECONDS
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/datum/controller/subsystem/lag_switch/Initialize(start_timeofday)
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/datum/controller/subsystem/lag_switch/Initialize(start_timeofday)
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for(var/i = 1, i <= measures.len, i++)
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for(var/i in 1 to measures.len)
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measures[i] = FALSE
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measures[i] = FALSE
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var/auto_switch_pop = CONFIG_GET(number/auto_lag_switch_pop)
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var/auto_switch_pop = CONFIG_GET(number/auto_lag_switch_pop)
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if(auto_switch_pop)
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if(auto_switch_pop)
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@@ -124,10 +124,10 @@ SUBSYSTEM_DEF(lag_switch)
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message_admins("Lag Switch enabling automatic measures now.")
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message_admins("Lag Switch enabling automatic measures now.")
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log_admin("Lag Switch enabling automatic measures now.")
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log_admin("Lag Switch enabling automatic measures now.")
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veto_timer_id = null
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veto_timer_id = null
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for(var/i = 1, i <= auto_measures.len, i++)
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for(var/i in 1 to auto_measures.len)
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set_measure(auto_measures[i], state)
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set_measure(auto_measures[i], state)
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return TRUE
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return TRUE
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for(var/i = 1, i <= measures.len, i++)
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for(var/i in 1 to measures.len)
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set_measure(i, state)
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set_measure(i, state)
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return TRUE
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return TRUE
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@@ -86,7 +86,7 @@ SUBSYSTEM_DEF(vote)
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text += "<b>[question]</b>"
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text += "<b>[question]</b>"
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else
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else
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text += "<b>[capitalize(mode)] Vote</b>"
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text += "<b>[capitalize(mode)] Vote</b>"
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for(var/i=1,i<=choices.len,i++)
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for(var/i in 1 to choices)
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var/votes = choices[choices[i]]
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var/votes = choices[choices[i]]
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if(!votes)
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if(!votes)
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votes = 0
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votes = 0
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@@ -218,7 +218,7 @@ SUBSYSTEM_DEF(vote)
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question = stripped_input(usr,"What is the vote for?")
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question = stripped_input(usr,"What is the vote for?")
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if(!question)
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if(!question)
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return FALSE
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return FALSE
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for(var/i=1,i<=10,i++)
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for(var/i in 1 to 10)
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var/option = capitalize(stripped_input(usr,"Please enter an option or hit cancel to finish"))
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var/option = capitalize(stripped_input(usr,"Please enter an option or hit cancel to finish"))
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if(!option || mode || !usr.client)
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if(!option || mode || !usr.client)
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break
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break
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@@ -285,7 +285,7 @@
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if(inherent.len && (LAW_INHERENT in groups))
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if(inherent.len && (LAW_INHERENT in groups))
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law_amount += inherent.len
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law_amount += inherent.len
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if(supplied.len && (LAW_SUPPLIED in groups))
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if(supplied.len && (LAW_SUPPLIED in groups))
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for(var/index = 1, index <= supplied.len, index++)
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for(var/index in 1 to supplied.len)
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var/law = supplied[index]
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var/law = supplied[index]
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if(length(law) > 0)
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if(length(law) > 0)
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law_amount++
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law_amount++
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@@ -364,13 +364,13 @@
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laws += law
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laws += law
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if(ion.len && (LAW_ION in groups))
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if(ion.len && (LAW_ION in groups))
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for(var/i = 1, i <= ion.len, i++)
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for(var/i in 1 to ion.len)
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ion[i] = pick_n_take(laws)
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ion[i] = pick_n_take(laws)
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if(hacked.len && (LAW_HACKED in groups))
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if(hacked.len && (LAW_HACKED in groups))
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for(var/i = 1, i <= hacked.len, i++)
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for(var/i in 1 to hacked.len)
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hacked[i] = pick_n_take(laws)
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hacked[i] = pick_n_take(laws)
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if(inherent.len && (LAW_INHERENT in groups))
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if(inherent.len && (LAW_INHERENT in groups))
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for(var/i = 1, i <= inherent.len, i++)
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for(var/i in 1 to inherent.len)
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inherent[i] = pick_n_take(laws)
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inherent[i] = pick_n_take(laws)
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if(supplied.len && (LAW_SUPPLIED in groups))
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if(supplied.len && (LAW_SUPPLIED in groups))
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var/i = 1
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var/i = 1
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@@ -389,7 +389,7 @@
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inherent -= .
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inherent -= .
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return
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return
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var/list/supplied_laws = list()
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var/list/supplied_laws = list()
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for(var/index = 1, index <= supplied.len, index++)
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for(var/index in 1 to supplied.len)
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var/law = supplied[index]
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var/law = supplied[index]
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if(length(law) > 0)
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if(length(law) > 0)
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supplied_laws += index //storing the law number instead of the law
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supplied_laws += index //storing the law number instead of the law
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@@ -454,7 +454,7 @@
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playsound(user, 'sound/effects/Glasshit.ogg', 140, TRUE)
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playsound(user, 'sound/effects/Glasshit.ogg', 140, TRUE)
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if(W.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows
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if(W.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows
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for(var/i = 0, i < speed, i++)
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for(var/i in 1 to speed)
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var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
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var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
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shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5)
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shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5)
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shard.updateEmbedding()
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shard.updateEmbedding()
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@@ -142,18 +142,18 @@ If you make a derivative work from this code, you must include this notification
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to_chat(A, span_danger("You start spinning around with [D]!"))
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to_chat(A, span_danger("You start spinning around with [D]!"))
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A.emote("scream")
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A.emote("scream")
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for (var/i = 0, i < 20, i++)
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for (var/i in 1 to 20)
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var/delay = 5
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var/delay = 5
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switch (i)
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switch (i)
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if (17 to INFINITY)
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if (18 to INFINITY)
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delay = 0.25
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delay = 0.25
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if (14 to 16)
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if (15 to 17)
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delay = 0.5
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delay = 0.5
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if (9 to 13)
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if (10 to 14)
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delay = 1
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delay = 1
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if (5 to 8)
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if (6 to 9)
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delay = 2
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delay = 2
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if (0 to 4)
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if (1 to 5)
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delay = 3
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delay = 3
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if (A && D)
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if (A && D)
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@@ -227,7 +227,7 @@ If you make a derivative work from this code, you must include this notification
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|||||||
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FlipAnimation()
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FlipAnimation()
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||||||
for (var/i = 0, i < 3, i++)
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for (var/i in 1 to 3)
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if (A && D)
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if (A && D)
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A.pixel_y += 3
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A.pixel_y += 3
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D.pixel_y += 3
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D.pixel_y += 3
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@@ -332,7 +332,7 @@ If you make a derivative work from this code, you must include this notification
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return
|
return
|
||||||
var/turf/T = get_turf(A)
|
var/turf/T = get_turf(A)
|
||||||
if (T && isturf(T) && D && isturf(D.loc))
|
if (T && isturf(T) && D && isturf(D.loc))
|
||||||
for (var/i = 0, i < 4, i++)
|
for (var/i in 1 to 4)
|
||||||
A.setDir(turn(A.dir, 90))
|
A.setDir(turn(A.dir, 90))
|
||||||
|
|
||||||
A.forceMove(D.loc)
|
A.forceMove(D.loc)
|
||||||
|
|||||||
@@ -605,7 +605,7 @@
|
|||||||
. = ..()
|
. = ..()
|
||||||
var/carriers_to_make = max(round(mode.roundstart_pop_ready / players_per_carrier, 1), 1)
|
var/carriers_to_make = max(round(mode.roundstart_pop_ready / players_per_carrier, 1), 1)
|
||||||
|
|
||||||
for(var/j = 0, j < carriers_to_make, j++)
|
for(var/j in 1 to carriers_to_make)
|
||||||
if (!candidates.len)
|
if (!candidates.len)
|
||||||
break
|
break
|
||||||
var/mob/carrier = pick_n_take(candidates)
|
var/mob/carrier = pick_n_take(candidates)
|
||||||
|
|||||||
@@ -314,7 +314,7 @@
|
|||||||
N.update_appearance()
|
N.update_appearance()
|
||||||
N.autolathe_crafted(src)
|
N.autolathe_crafted(src)
|
||||||
else
|
else
|
||||||
for(var/i=1, i<=multiplier, i++)
|
for(var/i in 1 to multiplier)
|
||||||
var/obj/item/new_item = new being_built.build_path(A)
|
var/obj/item/new_item = new being_built.build_path(A)
|
||||||
new_item.autolathe_crafted(src)
|
new_item.autolathe_crafted(src)
|
||||||
|
|
||||||
|
|||||||
@@ -89,7 +89,7 @@ GLOBAL_LIST_INIT(arcade_prize_pool, list(
|
|||||||
span_notice("You hear a flurry of buttons being pressed."))
|
span_notice("You hear a flurry of buttons being pressed."))
|
||||||
say("CODE ACTIVATED: EXTRA PRIZES.")
|
say("CODE ACTIVATED: EXTRA PRIZES.")
|
||||||
prizes *= 2
|
prizes *= 2
|
||||||
for(var/i = 0, i < prizes, i++)
|
for(var/i in 1 to prizes)
|
||||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
|
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
|
||||||
if(prob(0.0001)) //1 in a million
|
if(prob(0.0001)) //1 in a million
|
||||||
new /obj/item/gun/energy/pulse/prize(src)
|
new /obj/item/gun/energy/pulse/prize(src)
|
||||||
|
|||||||
@@ -524,7 +524,7 @@
|
|||||||
if(game.obj_flags & EMAGGED)
|
if(game.obj_flags & EMAGGED)
|
||||||
game.say("WEEWOO! WEEWOO! Spaceport security en route!")
|
game.say("WEEWOO! WEEWOO! Spaceport security en route!")
|
||||||
playsound(game, 'sound/items/weeoo1.ogg', 100, FALSE)
|
playsound(game, 'sound/items/weeoo1.ogg', 100, FALSE)
|
||||||
for(var/i, i<=3, i++)
|
for(var/i in 1 to 3)
|
||||||
var/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion/spaceport_security = new(get_turf(src))
|
var/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion/spaceport_security = new(get_turf(src))
|
||||||
spaceport_security.GiveTarget(usr)
|
spaceport_security.GiveTarget(usr)
|
||||||
game.fuel += fuel
|
game.fuel += fuel
|
||||||
|
|||||||
@@ -1786,7 +1786,7 @@
|
|||||||
// No code will ever null this list, we can safely Cut it.
|
// No code will ever null this list, we can safely Cut it.
|
||||||
tgui_genetic_makeup.Cut()
|
tgui_genetic_makeup.Cut()
|
||||||
|
|
||||||
for(var/i=1, i <= NUMBER_OF_BUFFERS, i++)
|
for(var/i in 1 to NUMBER_OF_BUFFERS)
|
||||||
if(genetic_makeup_buffer[i])
|
if(genetic_makeup_buffer[i])
|
||||||
tgui_genetic_makeup["[i]"] = genetic_makeup_buffer[i].Copy()
|
tgui_genetic_makeup["[i]"] = genetic_makeup_buffer[i].Copy()
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -46,7 +46,7 @@
|
|||||||
INVOKE_ASYNC(src, .proc/toggle_reel_spin, TRUE)//The reels won't spin unless we activate them
|
INVOKE_ASYNC(src, .proc/toggle_reel_spin, TRUE)//The reels won't spin unless we activate them
|
||||||
|
|
||||||
var/list/reel = reels[1]
|
var/list/reel = reels[1]
|
||||||
for(var/i = 0, i < reel.len, i++) //Populate the reels.
|
for(var/i in 1 to reel.len) //Populate the reels.
|
||||||
randomize_reels()
|
randomize_reels()
|
||||||
|
|
||||||
INVOKE_ASYNC(src, .proc/toggle_reel_spin, FALSE)
|
INVOKE_ASYNC(src, .proc/toggle_reel_spin, FALSE)
|
||||||
@@ -269,7 +269,7 @@
|
|||||||
if(paymode == HOLOCHIP)
|
if(paymode == HOLOCHIP)
|
||||||
new /obj/item/holochip(loc,JACKPOT)
|
new /obj/item/holochip(loc,JACKPOT)
|
||||||
else
|
else
|
||||||
for(var/i = 0, i < 5, i++)
|
for(var/i in 1 to 5)
|
||||||
cointype = pick(subtypesof(/obj/item/coin))
|
cointype = pick(subtypesof(/obj/item/coin))
|
||||||
var/obj/item/coin/C = new cointype(loc)
|
var/obj/item/coin/C = new cointype(loc)
|
||||||
random_step(C, 2, 50)
|
random_step(C, 2, 50)
|
||||||
@@ -293,7 +293,7 @@
|
|||||||
/obj/machinery/computer/slot_machine/proc/get_lines()
|
/obj/machinery/computer/slot_machine/proc/get_lines()
|
||||||
var/amountthesame
|
var/amountthesame
|
||||||
|
|
||||||
for(var/i = 1, i <= 3, i++)
|
for(var/i in 1 to 3)
|
||||||
var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
|
var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
|
||||||
for(var/symbol in symbols)
|
for(var/symbol in symbols)
|
||||||
var/j = 3 //The lowest value we have to check for.
|
var/j = 3 //The lowest value we have to check for.
|
||||||
|
|||||||
@@ -34,7 +34,7 @@
|
|||||||
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions, mapload=FALSE)
|
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions, mapload=FALSE)
|
||||||
set waitfor = FALSE
|
set waitfor = FALSE
|
||||||
var/direction = pick(directions)
|
var/direction = pick(directions)
|
||||||
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4, 17; 50), i++) //the 3% chance of 50 steps is intentional and played for laughs.
|
for(var/i in 1 to pick(1, 200; 2, 150; 3, 50; 4, 17; 50)) //the 3% chance of 50 steps is intentional and played for laughs.
|
||||||
if (!mapload)
|
if (!mapload)
|
||||||
sleep(2)
|
sleep(2)
|
||||||
if(i > 0)
|
if(i > 0)
|
||||||
|
|||||||
@@ -20,7 +20,7 @@
|
|||||||
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions, mapload=FALSE)
|
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions, mapload=FALSE)
|
||||||
set waitfor = FALSE
|
set waitfor = FALSE
|
||||||
var/direction = pick(directions)
|
var/direction = pick(directions)
|
||||||
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4, 17; 50), i++) //the 3% chance of 50 steps is intentional and played for laughs.
|
for (var/i in 1 to pick(1, 200; 2, 150; 3, 50; 4, 17; 50)) //the 3% chance of 50 steps is intentional and played for laughs.
|
||||||
if (!mapload)
|
if (!mapload)
|
||||||
sleep(2)
|
sleep(2)
|
||||||
if (i > 0)
|
if (i > 0)
|
||||||
|
|||||||
@@ -24,7 +24,7 @@
|
|||||||
if(frames == 0)
|
if(frames == 0)
|
||||||
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
|
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
|
||||||
var/step = alpha / frames
|
var/step = alpha / frames
|
||||||
for(var/i = 0, i < frames, i++)
|
for(var/i in 1 to frames)
|
||||||
alpha -= step
|
alpha -= step
|
||||||
if(alpha < 160)
|
if(alpha < 160)
|
||||||
set_opacity(0) //if we were blocking view, we aren't now because we're fading out
|
set_opacity(0) //if we were blocking view, we aren't now because we're fading out
|
||||||
|
|||||||
@@ -42,9 +42,9 @@
|
|||||||
dna_to_add = list("Non-human DNA" = random_blood_type()) //else, generate a random bloodtype for it.
|
dna_to_add = list("Non-human DNA" = random_blood_type()) //else, generate a random bloodtype for it.
|
||||||
|
|
||||||
|
|
||||||
for(var/i = 1, i<= gibtypes.len, i++)
|
for(var/i in 1 to gibtypes.len)
|
||||||
if(gibamounts[i])
|
if(gibamounts[i])
|
||||||
for(var/j = 1, j<= gibamounts[i], j++)
|
for(var/j in 1 to gibamounts[i])
|
||||||
var/gibType = gibtypes[i]
|
var/gibType = gibtypes[i]
|
||||||
gib = new gibType(loc, diseases)
|
gib = new gibType(loc, diseases)
|
||||||
|
|
||||||
|
|||||||
@@ -188,7 +188,7 @@
|
|||||||
var/icon/mob_snapshot = getFlatIcon(target)
|
var/icon/mob_snapshot = getFlatIcon(target)
|
||||||
var/icon/cached_icon = new()
|
var/icon/cached_icon = new()
|
||||||
|
|
||||||
for(var/i=1, i<=CHRONO_FRAME_COUNT, i++)
|
for(var/i in 1 to CHRONO_FRAME_COUNT)
|
||||||
var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
|
var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
|
||||||
var/icon/mob_icon = icon(mob_snapshot)
|
var/icon/mob_icon = icon(mob_snapshot)
|
||||||
mob_icon.Blend(removing_frame, ICON_MULTIPLY)
|
mob_icon.Blend(removing_frame, ICON_MULTIPLY)
|
||||||
|
|||||||
@@ -299,7 +299,7 @@
|
|||||||
playsound(src, 'sound/items/taperecorder/taperecorder_print.ogg', 50, FALSE)
|
playsound(src, 'sound/items/taperecorder/taperecorder_print.ogg', 50, FALSE)
|
||||||
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
|
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
|
||||||
var/t1 = "<B>Transcript:</B><BR><BR>"
|
var/t1 = "<B>Transcript:</B><BR><BR>"
|
||||||
for(var/i = 1, mytape.storedinfo.len >= i, i++)
|
for(var/i in 1 to mytape.storedinfo.len)
|
||||||
t1 += "[mytape.storedinfo[i]]<BR>"
|
t1 += "[mytape.storedinfo[i]]<BR>"
|
||||||
P.info = t1
|
P.info = t1
|
||||||
var/tapename = mytape.name
|
var/tapename = mytape.name
|
||||||
|
|||||||
@@ -197,7 +197,7 @@
|
|||||||
the_targets.Add(T3,T4)
|
the_targets.Add(T3,T4)
|
||||||
|
|
||||||
var/list/water_particles=list()
|
var/list/water_particles=list()
|
||||||
for(var/a=0, a<5, a++)
|
for(var/a in 1 to 5)
|
||||||
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
|
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
|
||||||
var/my_target = pick(the_targets)
|
var/my_target = pick(the_targets)
|
||||||
water_particles[W] = my_target
|
water_particles[W] = my_target
|
||||||
|
|||||||
@@ -52,7 +52,7 @@
|
|||||||
return FALSE
|
return FALSE
|
||||||
on_reading_start(user)
|
on_reading_start(user)
|
||||||
reading = TRUE
|
reading = TRUE
|
||||||
for(var/i=1, i<=pages_to_mastery, i++)
|
for(var/i in 1 to pages_to_mastery)
|
||||||
if(!turn_page(user))
|
if(!turn_page(user))
|
||||||
on_reading_stopped()
|
on_reading_stopped()
|
||||||
reading = FALSE
|
reading = FALSE
|
||||||
|
|||||||
@@ -71,7 +71,7 @@
|
|||||||
// Add some random stamps.
|
// Add some random stamps.
|
||||||
if(stamped == TRUE)
|
if(stamped == TRUE)
|
||||||
var/stamp_count = rand(1, stamp_max)
|
var/stamp_count = rand(1, stamp_max)
|
||||||
for(var/i = 1, i <= stamp_count, i++)
|
for(var/i in 1 to stamp_count)
|
||||||
stamps += list("stamp_[rand(2, 6)]")
|
stamps += list("stamp_[rand(2, 6)]")
|
||||||
update_icon()
|
update_icon()
|
||||||
|
|
||||||
@@ -159,7 +159,7 @@
|
|||||||
else
|
else
|
||||||
goodies += job_goodies
|
goodies += job_goodies
|
||||||
|
|
||||||
for(var/iterator = 0, iterator < goodie_count, iterator++)
|
for(var/iterator in 1 to goodie_count)
|
||||||
var/target_good = pick_weight(goodies)
|
var/target_good = pick_weight(goodies)
|
||||||
var/atom/movable/target_atom = new target_good(src)
|
var/atom/movable/target_atom = new target_good(src)
|
||||||
body.log_message("[key_name(body)] received [target_atom.name] in the mail ([target_good])", LOG_GAME)
|
body.log_message("[key_name(body)] received [target_atom.name] in the mail ([target_good])", LOG_GAME)
|
||||||
|
|||||||
@@ -38,8 +38,8 @@
|
|||||||
for(var/i = 1, i <= length_input, i += length(char)) //put the guess into a list
|
for(var/i = 1, i <= length_input, i += length(char)) //put the guess into a list
|
||||||
char = input[i]
|
char = input[i]
|
||||||
sanitised += text2num(char)
|
sanitised += text2num(char)
|
||||||
for(var/i = 1, i <= length(sanitised) - 1, i++) //compare each digit in the guess to all those following it
|
for(var/i in 1 to length(sanitised) - 1) //compare each digit in the guess to all those following it
|
||||||
for(var/j = i + 1, j <= length(sanitised), j++)
|
for(var/j in i + 1 to length(sanitised))
|
||||||
if(sanitised[i] == sanitised[j])
|
if(sanitised[i] == sanitised[j])
|
||||||
sanitycheck = FALSE //if a digit is repeated, reject the input
|
sanitycheck = FALSE //if a digit is repeated, reject the input
|
||||||
if(input == code)
|
if(input == code)
|
||||||
|
|||||||
Reference in New Issue
Block a user