mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-09 16:33:50 +00:00
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:
@@ -15,7 +15,7 @@
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ammo_type = /obj/item/ammo_casing/a357
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caliber = "357"
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max_ammo = 6
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multiload = 0
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multiload = FALSE
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/obj/item/ammo_box/magazine/internal/rus357/Initialize()
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stored_ammo += new ammo_type(src)
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@@ -4,7 +4,7 @@
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ammo_type = /obj/item/ammo_casing/a762
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caliber = "a762"
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max_ammo = 5
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multiload = 1
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multiload = TRUE
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/obj/item/ammo_box/magazine/internal/boltaction/enchanted
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max_ammo = 1
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@@ -3,7 +3,7 @@
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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caliber = "shotgun"
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max_ammo = 4
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multiload = 0
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multiload = FALSE
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/obj/item/ammo_box/magazine/internal/shot/tube
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name = "dual feed shotgun internal tube"
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@@ -17,7 +17,7 @@
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name = "combat shotgun internal magazine"
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ammo_type = /obj/item/ammo_casing/shotgun/buckshot
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max_ammo = 6
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/obj/item/ammo_box/magazine/internal/shot/dual
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name = "double-barrel shotgun internal magazine"
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max_ammo = 2
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@@ -12,7 +12,7 @@
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slot_flags = ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_HUGE
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var/obj/item/gun/ballistic/minigun/gun
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var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
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var/armed = FALSE //whether the gun is attached, FALSE is attached, TRUE is the gun is wielded.
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var/overheat = 0
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var/overheat_max = 40
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var/heat_diffusion = 1
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@@ -34,9 +34,9 @@
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if(src.loc == user)
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if(!armed)
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if(user.get_item_by_slot(ITEM_SLOT_BACK) == src)
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armed = 1
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armed = TRUE
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if(!user.put_in_hands(gun))
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armed = 0
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armed = FALSE
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to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
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return
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update_icon()
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@@ -84,7 +84,7 @@
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if(!gun)
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gun = new(src)
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gun.forceMove(src)
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armed = 0
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armed = FALSE
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if(user)
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to_chat(user, "<span class='notice'>You attach the [gun.name] to the [name].</span>")
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else
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@@ -127,7 +127,7 @@
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return
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/obj/item/gun/ballistic/minigun/dropped(mob/user)
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SHOULD_CALL_PARENT(0)
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SHOULD_CALL_PARENT(FALSE)
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if(ammo_pack)
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ammo_pack.attach_gun(user)
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else
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@@ -87,7 +87,7 @@
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icon_state = "flatgun"
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/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
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SHOULD_CALL_PARENT(0)
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SHOULD_CALL_PARENT(FALSE)
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to_chat(user, "<span class='notice'>As you try to pick up [src], it slips out of your grip..</span>")
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if(prob(50))
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to_chat(user, "<span class='notice'>..and vanishes from your vision! Where the hell did it go?</span>")
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@@ -91,7 +91,7 @@
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"The Peacemaker" = "detective_peacemaker",
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"Black Panther" = "detective_panther"
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)
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/// Used to avoid some redundancy on a revolver loaded with 357 regarding misfiring while being wrenched.
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var/skip_357_missfire_check = FALSE
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@@ -250,7 +250,7 @@
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user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
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/obj/item/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
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clumsy_check = 0
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clumsy_check = FALSE
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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@@ -227,7 +227,7 @@
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. = ..()
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if(. && slung) //sawing off the gun removes the sling
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new /obj/item/stack/cable_coil(get_turf(src), 10)
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slung = 0
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slung = FALSE
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update_icon()
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lefthand_file = 'icons/mob/inhands/weapons/64x_guns_left.dmi'
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righthand_file = 'icons/mob/inhands/weapons/64x_guns_right.dmi'
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@@ -10,7 +10,7 @@
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throwforce = 0
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burst_size = 3
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can_suppress = TRUE
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clumsy_check = 0
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clumsy_check = FALSE
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item_flags = NONE
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casing_ejector = FALSE
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@@ -13,7 +13,7 @@
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name = "practice laser gun"
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
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clumsy_check = 0
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clumsy_check = FALSE
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item_flags = NONE
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/obj/item/gun/energy/laser/retro
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@@ -10,7 +10,7 @@
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var/last_check = 0
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var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
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var/max_range = 8
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var/active = 0
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var/active = FALSE
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var/datum/beam/current_beam = null
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var/mounted = 0 //Denotes if this is a handheld or mounted version
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@@ -37,7 +37,7 @@
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if(active)
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qdel(current_beam)
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current_beam = null
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active = 0
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active = FALSE
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on_beam_release(current_target)
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current_target = null
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@@ -87,7 +87,7 @@
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if(mounted)
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user_turf = get_turf(user)
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else if(!istype(user_turf))
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return 0
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return FALSE
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var/obj/dummy = new(user_turf)
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dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
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for(var/turf/turf in getline(user_turf,target))
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@@ -95,18 +95,18 @@
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continue //Mechs are dense and thus fail the check
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if(turf.density)
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qdel(dummy)
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return 0
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return FALSE
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for(var/atom/movable/AM in turf)
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if(!AM.CanPass(dummy,turf,1))
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qdel(dummy)
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return 0
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return FALSE
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for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
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if(B.owner.origin != current_beam.origin)
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explosion(B.loc,0,3,5,8)
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qdel(dummy)
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return 0
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return FALSE
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qdel(dummy)
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return 1
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return TRUE
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/obj/item/gun/medbeam/proc/on_beam_hit(mob/living/target)
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return
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@@ -128,7 +128,7 @@
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//////////////////////////////Mech Version///////////////////////////////
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/obj/item/gun/medbeam/mech
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mounted = 1
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mounted = TRUE
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/obj/item/gun/medbeam/mech/Initialize()
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. = ..()
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@@ -8,7 +8,7 @@
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throw_range = 7
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force = 4
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custom_materials = list(/datum/material/iron=2000)
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clumsy_check = 0
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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var/load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg'
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var/list/syringes = list()
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@@ -44,7 +44,7 @@
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/obj/item/gun/syringe/attack_self(mob/living/user)
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if(!syringes.len)
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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return 0
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return FALSE
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var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
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@@ -10,9 +10,9 @@
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attack_verb_continuous = list("pokes")
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attack_verb_simple = list("poke")
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var/fail_message = "<span class='warning'>INVALID USER.</span>"
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var/selfdestruct = 0 // Explode when user check is failed.
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var/force_replace = 0 // Can forcefully replace other pins.
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var/pin_removeable = 0 // Can be replaced by any pin.
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var/selfdestruct = FALSE // Explode when user check is failed.
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var/force_replace = FALSE // Can forcefully replace other pins.
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var/pin_removeable = FALSE // Can be replaced by any pin.
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var/obj/item/gun/gun
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/obj/item/firing_pin/New(newloc)
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