modules/atmospherics major cleanup (#61904)

major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)

No in game changes, only code and docs
This commit is contained in:
Ghilker
2021-10-14 10:13:57 +02:00
committed by GitHub
parent c4b60fda30
commit cb5fb1df2d
96 changed files with 3783 additions and 3726 deletions
+3 -3
View File
@@ -63,7 +63,7 @@
canSmoothWith = list(SMOOTH_GROUP_ALIEN_RESIN)
max_integrity = 200
var/resintype = null
CanAtmosPass = ATMOS_PASS_DENSITY
can_atmos_pass = ATMOS_PASS_DENSITY
/obj/structure/alien/resin/Initialize(mapload)
@@ -89,7 +89,7 @@
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ALIEN_WALLS)
/obj/structure/alien/resin/wall/BlockSuperconductivity()
/obj/structure/alien/resin/wall/block_superconductivity()
return 1
/// meant for one lavaland ruin or anywhere that has simplemobs who can push aside structures
@@ -190,7 +190,7 @@
qdel(src)
return FALSE
for(var/turf/T in U.GetAtmosAdjacentTurfs())
for(var/turf/T in U.get_atmos_adjacent_turfs())
if(locate(/obj/structure/alien/weeds) in T)
continue
+1 -1
View File
@@ -16,7 +16,7 @@
smoothing_groups = list(SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WALLS)
can_be_unanchored = FALSE
CanAtmosPass = ATMOS_PASS_DENSITY
can_atmos_pass = ATMOS_PASS_DENSITY
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/iron
+2 -2
View File
@@ -95,7 +95,7 @@
icon_state = "holo_firelock"
density = FALSE
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
can_atmos_pass = ATMOS_PASS_NO
alpha = 150
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_LIGHT_INSULATION
@@ -110,7 +110,7 @@
ADD_TRAIT(local, TRAIT_FIREDOOR_STOP, TRAIT_GENERIC)
air_update_turf(TRUE, TRUE)
/obj/structure/holosign/barrier/atmos/BlockSuperconductivity() //Didn't used to do this, but it's "normal", and will help ease heat flow transitions with the players.
/obj/structure/holosign/barrier/atmos/block_superconductivity() //Didn't used to do this, but it's "normal", and will help ease heat flow transitions with the players.
return TRUE
/obj/structure/holosign/barrier/atmos/Destroy()
@@ -12,7 +12,7 @@
icon_state = "metal"
max_integrity = 200
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
CanAtmosPass = ATMOS_PASS_DENSITY
can_atmos_pass = ATMOS_PASS_DENSITY
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
+2 -2
View File
@@ -7,7 +7,7 @@
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
can_atmos_pass = ATMOS_PASS_NO
/obj/structure/plasticflaps/opaque
opacity = TRUE
@@ -41,7 +41,7 @@
///Update the flaps behaviour to gases, if not anchored will let air pass through
/obj/structure/plasticflaps/proc/update_atmos_behaviour()
CanAtmosPass = anchored ? ATMOS_PASS_YES : ATMOS_PASS_NO
can_atmos_pass = anchored ? ATMOS_PASS_YES : ATMOS_PASS_NO
/obj/structure/plasticflaps/wirecutter_act(mob/living/user, obj/item/W)
. = ..()
@@ -27,7 +27,7 @@
var/facing = "l" //Does the windoor open to the left or right?
var/secure = FALSE //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed
CanAtmosPass = ATMOS_PASS_PROC
can_atmos_pass = ATMOS_PASS_PROC
/obj/structure/windoor_assembly/Initialize(mapload, loc, set_dir)
. = ..()
@@ -68,7 +68,7 @@
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_window_location(loc, mover.dir, is_fulltile = FALSE)
/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
/obj/structure/windoor_assembly/can_atmos_pass(turf/T)
if(get_dir(loc, T) == dir)
return !density
else
+4 -4
View File
@@ -11,7 +11,7 @@
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
CanAtmosPass = ATMOS_PASS_PROC
can_atmos_pass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
pass_flags_self = PASSGLASS
set_dir_on_move = FALSE
@@ -327,7 +327,7 @@
if(anchored)
move_update_air(T)
/obj/structure/window/CanAtmosPass(turf/T)
/obj/structure/window/can_atmos_pass(turf/T)
if(!anchored || !density)
return TRUE
return !(fulltile || dir == get_dir(loc, T))
@@ -548,7 +548,7 @@
explosion_block = 2
glass_type = /obj/item/stack/sheet/plasmarglass
/obj/structure/window/reinforced/plasma/BlockSuperconductivity()
/obj/structure/window/reinforced/plasma/block_superconductivity()
return TRUE
/obj/structure/window/reinforced/plasma/spawner/east
@@ -730,7 +730,7 @@
glass_type = /obj/item/stack/sheet/paperframes
heat_resistance = 233
decon_speed = 10
CanAtmosPass = ATMOS_PASS_YES
can_atmos_pass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
knocksound = "pageturn"