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[MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728) * var/list cleanup * The rest of the owl * plushvar bad * Can't follow my own advice. * Cleanup up all instances of using var/ definitions in proc parameters. Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
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@@ -81,7 +81,7 @@ GLOBAL_LIST_EMPTY(bounties_list)
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*
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* *Guided determines what specific catagory of bounty should be chosen.
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*/
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/proc/random_bounty(var/guided = 0)
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/proc/random_bounty(guided = 0)
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var/bounty_num
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if(guided)
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bounty_num = guided
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@@ -480,7 +480,7 @@
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/datum/centcom_podlauncher/ui_close() //Uses the destroy() proc. When the user closes the UI, we clean up the temp_pod and supplypod_selector variables.
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qdel(src)
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/datum/centcom_podlauncher/proc/updateCursor(var/launching, var/turf_picking) //Update the mouse of the user
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/datum/centcom_podlauncher/proc/updateCursor(launching, turf_picking) //Update the mouse of the user
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if (!holder) //Can't update the mouse icon if the client doesnt exist!
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return
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if (launching || turf_picking) //If the launching param is true, we give the user new mouse icons.
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@@ -650,7 +650,7 @@
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qdel(selector) //Delete the selector effect
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. = ..()
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/datum/centcom_podlauncher/proc/supplypod_punish_log(var/list/whoDyin)
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/datum/centcom_podlauncher/proc/supplypod_punish_log(list/whoDyin)
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var/podString = effectBurst ? "5 pods" : "a pod"
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var/whomString = ""
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if (LAZYLEN(whoDyin))
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@@ -17,7 +17,7 @@
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anchored = TRUE //So it cant slide around after landing
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anchorable = FALSE
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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appearance_flags = KEEP_TOGETHER | PIXEL_SCALE
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appearance_flags = KEEP_TOGETHER | PIXEL_SCALE
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density = FALSE
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//*****NOTE*****: Many of these comments are similarly described in centcom_podlauncher.dm. If you change them here, please consider doing so in the centcom podlauncher code as well!
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@@ -80,7 +80,7 @@
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landingDelay = 20 //Very speedy!
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/closet/supplypod/Initialize(var/turf/spawn_location)
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/obj/structure/closet/supplypod/Initialize(turf/spawn_location)
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. = ..()
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if (!spawn_location)
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var/shippingLane = GLOB.areas_by_type[/area/centcom/supplypod/supplypod_temp_holding] //temporary holder for supplypods mid-transit
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@@ -110,7 +110,7 @@
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fin_mask = "bottomfin"
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if (POD_STYLES[style][POD_SHAPE] == POD_SHAPE_NORML)
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icon_state = POD_STYLES[style][POD_BASE] + "_reverse"
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pixel_x = initial(pixel_x)
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pixel_x = initial(pixel_x)
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transform = matrix()
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update_icon()
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@@ -118,7 +118,7 @@
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fin_mask = initial(fin_mask)
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if (POD_STYLES[style][POD_SHAPE] == POD_SHAPE_NORML)
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icon_state = POD_STYLES[style][POD_BASE]
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pixel_x = initial(pixel_x)
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pixel_x = initial(pixel_x)
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transform = matrix()
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update_icon()
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@@ -154,7 +154,7 @@
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else
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var/icon/masked_door = new(icon, door) //The door we want to apply
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var/icon/fin_masker = new(icon, "mask_[fin_mask]") //The fin shape we want to 'cut out' of the door
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fin_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
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fin_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
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fin_masker.SwapColor("#ffffffff", null)
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fin_masker.Blend("#000000", ICON_SUBTRACT)
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masked_door.Blend(fin_masker, ICON_ADD)
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@@ -204,7 +204,7 @@
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if (landingSound)
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playsound(get_turf(src), landingSound, soundVolume, FALSE, FALSE)
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
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if(effectShrapnel)
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if(effectShrapnel)
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SEND_SIGNAL(src, COMSIG_SUPPLYPOD_LANDED)
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for (var/mob/living/M in T)
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if (effectLimb && iscarbon(M)) //If effectLimb is true (which means we pop limbs off when we hit people):
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@@ -338,9 +338,9 @@
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if (leavingSound)
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playsound(get_turf(holder), leavingSound, soundVolume, FALSE, FALSE)
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deleteRubble()
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animate(holder, alpha = 0, time = 8, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL)
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animate(holder, alpha = 0, time = 8, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL)
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animate(holder, pixel_z = 400, time = 10, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL) //Animate our rising pod
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addtimer(CALLBACK(src, .proc/handleReturnAfterDeparting, holder), 15) //Finish up the pod's duties after a certain amount of time
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/obj/structure/closet/supplypod/setOpened() //Proc exists here, as well as in any atom that can assume the role of a "holder" of a supplypod. Check the open_pod() proc for more details
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@@ -440,7 +440,7 @@
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/obj/effect/supplypod_rubble/proc/getForeground(obj/structure/closet/supplypod/pod)
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var/mutable_appearance/rubble_overlay = mutable_appearance('icons/obj/supplypods.dmi', foreground)
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rubble_overlay.appearance_flags = KEEP_APART|RESET_TRANSFORM
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rubble_overlay.transform = matrix().Translate(SUPPLYPOD_X_OFFSET - pod.pixel_x, verticle_offset)
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rubble_overlay.transform = matrix().Translate(SUPPLYPOD_X_OFFSET - pod.pixel_x, verticle_offset)
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return rubble_overlay
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/obj/effect/supplypod_rubble/proc/fadeAway()
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@@ -12,7 +12,7 @@
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var/ready = FALSE
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var/launched = FALSE
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/obj/item/supplypod_beacon/proc/update_status(var/consoleStatus)
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/obj/item/supplypod_beacon/proc/update_status(consoleStatus)
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switch(consoleStatus)
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if (SP_LINKED)
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linked = TRUE
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