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