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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 12:41:09 +01:00
Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com>
This commit is contained in:
co-authored by
TiviPlus <TiviPlus>
Couls
parent
cb49d3301b
commit
ca366c3ea1
@@ -158,9 +158,9 @@ field_generator power level display
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/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
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if(active)
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return 0
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return FALSE
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else
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..()
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return ..()
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/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
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if(Proj.flag != BULLET)
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@@ -221,25 +221,25 @@ field_generator power level display
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if(draw_power(round(power_draw/2,1)))
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check_power_level()
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return 1
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return TRUE
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else
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visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='hear'>You hear something shutting down.</span>")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
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power = 0
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check_power_level()
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return 0
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return FALSE
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//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
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/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
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if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
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return 0
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return FALSE
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else
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failsafe++
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if(power >= draw)//We have enough power
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power -= draw
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return 1
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return TRUE
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else//Need more power
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draw -= power
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@@ -250,14 +250,14 @@ field_generator power level display
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continue
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if(G)//Another gen is askin for power and we dont have it
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if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
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return 1
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return TRUE
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else
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return 0
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return FALSE
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else//We are askin another for power
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if(FG.draw_power(draw,failsafe,src,src))
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return 1
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return TRUE
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else
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return 0
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return FALSE
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/obj/machinery/field/generator/proc/start_fields()
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@@ -276,22 +276,22 @@ field_generator power level display
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/obj/machinery/field/generator/proc/setup_field(NSEW)
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var/turf/T = loc
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if(!istype(T))
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return 0
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return FALSE
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var/obj/machinery/field/generator/G = null
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return 0
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return FALSE
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for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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return FALSE
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G = locate(/obj/machinery/field/generator) in T
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if(G)
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steps -= 1
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if(!G.active)
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return 0
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return FALSE
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break
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for(var/TC in T.contents)
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@@ -299,12 +299,12 @@ field_generator power level display
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if(ismob(A))
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continue
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if(A.density)
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return 0
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return FALSE
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steps++
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if(!G)
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return 0
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return FALSE
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T = loc
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for(var/dist in 0 to steps) // creates each field tile
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@@ -11,7 +11,7 @@
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// You can buckle someone to the singularity generator, then start the engine. Fun!
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can_buckle = TRUE
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buckle_lying = FALSE
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buckle_lying = 0
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buckle_requires_restraints = TRUE
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var/energy = 0
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@@ -70,7 +70,7 @@
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return ..()
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else
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last_failed_movement = direct
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return 0
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return FALSE
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/obj/singularity/attack_hand(mob/user)
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consume(user)
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@@ -87,10 +87,10 @@
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/obj/singularity/attackby(obj/item/W, mob/user, params)
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consume(user)
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return 1
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return TRUE
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/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
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return 0
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return FALSE
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/obj/singularity/blob_act(obj/structure/blob/B)
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return
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@@ -252,18 +252,18 @@
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dissipate = 0
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
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return 1
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return TRUE
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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return FALSE
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/obj/singularity/proc/check_energy()
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if(energy <= 0)
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investigate_log("collapsed.", INVESTIGATE_SINGULO)
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qdel(src)
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return 0
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return FALSE
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = STAGE_ONE
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@@ -280,7 +280,7 @@
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allowed_size = STAGE_FIVE
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if(current_size != allowed_size)
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expand()
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return 1
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return TRUE
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/obj/singularity/proc/eat()
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@@ -316,7 +316,7 @@
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/obj/singularity/proc/move(force_move = 0)
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if(!move_self)
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return 0
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return FALSE
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var/drifting_dir = pick(GLOB.alldirs - last_failed_movement)
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@@ -337,11 +337,11 @@
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if(step(src, i)) //Move in each direction.
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if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
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return TRUE
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. = !.
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return !.
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/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
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if(!direction)
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return 0
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return FALSE
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var/steps = 0
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if(!step)
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switch(current_size)
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@@ -362,7 +362,7 @@
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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return FALSE
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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@@ -377,35 +377,35 @@
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for(var/j = 1 to steps-1)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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return FALSE
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turfs.Add(T2)
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for(var/k = 1 to steps-1)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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return FALSE
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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return FALSE
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return TRUE
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/obj/singularity/proc/can_move(turf/T)
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if(!T)
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return 0
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return FALSE
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if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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return FALSE
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else if(locate(/obj/machinery/field/generator) in T)
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var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
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if(G && G.active)
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return 0
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return FALSE
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else if(locate(/obj/machinery/power/shieldwallgen) in T)
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var/obj/machinery/power/shieldwallgen/S = locate(/obj/machinery/power/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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return FALSE
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return TRUE
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/obj/singularity/proc/event()
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@@ -417,11 +417,11 @@
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mezzer()
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if(3,4) //Sets all nearby mobs on fire
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if(current_size < STAGE_SIX)
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return 0
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return FALSE
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combust_mobs()
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else
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return 0
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return 1
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return FALSE
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return TRUE
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/obj/singularity/proc/combust_mobs()
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