Commit Graph

588 Commits

Author SHA1 Message Date
Fikou
eea0599511 moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
2021-02-21 13:58:33 -05:00
Fikou
98c3a4ff0b cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
2021-02-20 23:16:35 -03:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Timberpoes
341e479ef5 The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything. (#56794)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-10 23:36:54 -08:00
coiax
b0f7381aa2 Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.

This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.

---

Intended to be a pure refactor, no functionality should change.
2021-02-07 14:12:50 -05:00
tralezab
c16e314815 You can no longer enter jaunt in NOJAUNT areas (#56604) 2021-02-04 19:05:32 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
necromanceranne
1611aaa70a Pipeguns: Elitism Edition (#56322)
About The Pull Request

The core of the PR:

The improvised shotgun that was is dead and removed.

Now we have Pipeguns. Pipeguns are bolt action rifles that have a damage multiplier that reduces their damage to 75%, and can be modified to fit the rare 7.62mm bullets. If you want to that is.

The pipegun also slowly increases in misfire probability for every shot at a rate of 5% per shot.

Pipeguns can also be upgraded to Regal Pipeguns. These contain more bullets, don't misfire and don't have a damage multiplier. To acquire one is a maint secret, only available to lucky assistants who come across the diary of a dead assistant. The probability of finding the book is quite, quite low.

Bandoliers now fit individual 7.62mm. Because why not. Currently they're available in stripper clips that fit into most combat belts so this is mostly a style preference at the moment

Other shit

Ammo modification and misfire behaviour is now generalized to all ballistics. You can now make any gun misfire and any internal magazine gun swap ammunition.

Misfires are not a flat chance. Instead, they increment as the gun fires over time.

Ports over this PR Citadel-Station-13/Citadel-Station-13#12274 which I felt was pretty neat conceptually for making some weapons weaker.

Makes the icemoon hermit's mosin into a regal pipegun, just to get mosins out of easy access.
Why It's Good For The Game

Improvised shotguns were one of my favourite weapons to horribly abuse while they were utterly broken a nice alternative, but I fully support moving towards curbing gun power curve. Part of that should include looking at improvised weapons like this which are seeing considerable usage with the removal of buckshot and slugs.

Initially I wanted to pair this with a PR of my own to bop Mosins on the skull along with it, but #56319 is already doing that, and while it's a very lenient approach to my own (I was going to remove them entirely from cargo), I respect it.

Changelog

cl
add: Replaces improvised shotguns with Pipeguns (with a special variant for those willing to go through arbitrary bullshit to acquire it and sheer good luck).
add: Now all guns can be set to misfire and swap ammunition.
add: Misfire chance is incremental as you fire the weapon, and not a flat static chance. This can be reset by using a piece of cloth on the gun and 10 seconds of cleaning.
balance: This has been applied to the detective revolver, but it only increments while using .357 bullets.
add: Guns can have damage multipliers attached for the bullets they fire. The pipegun (but not the regal version) is the first example with a 75% damage output.
balance: The Ice Hermit now has a regal pipegun instead of a Mosin Nagant.
balance: The bandolier fits 7.62mm.
balance: You can construct receivers and rifle stocks in the crafting menu.
balance: Detaches the magical rifles from the boltaction subtype, since they are just basically not using any variables attached to that subtype and made from a series of early returns.
/cl
2021-02-04 11:37:01 +13:00
necromanceranne
1bfcf2a02c Duffelbag Curse: Sane Edition 2: Melee? (#56438)
* Makes duffelbag curse less cheesey and more for what it was intended to do by limiting the number of bags you can have forced on you

* Makes casting the spell a whisper. Because putting duffelbags on sec while disguised sounds really funny.

* Makes duffelcurse equivalent to the blind spell in cooldown and cost
2021-02-03 13:27:01 -08:00
Tlaltecuhtli
51f452b0ac fixes grammar on duffelbag spell (#55943)
fixes #55931
2021-01-05 17:54:49 -05:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Tlaltecuhtli
cd4bca5257 adds new wiz spell: duffelbag curse (#55286)
it gives target a no drop duffelbag which every around 100s will try check if there is food inside else it attacks you, you can poison the food to make it die faster.
more variety for wiz to annoy crew that isnt murder bone
2020-12-24 01:38:06 -08:00
tralezab
ade6d47ed1 Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:

sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
2020-12-18 13:52:55 -08:00
Fikou
542bbf7d7b phylactery now makes items stationloving (#55467) 2020-12-12 23:34:58 -08:00
Jared-Fogle
0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
itseasytosee
cc9db92855 Fixes a consistency issue in which nightmares to heal faster while jaunting and moving (#55134)
So basically, shadow jaunt calls a proc to check the light level whenever the shadowing moves and normal processing. This proc forces the shadowing out of the jaunt if the light levels were too high BUT ALSO was the same proc used to heal them while in darkness.
This means that the shadowing could heal extremely quickly by moving back and forth while in darkness but only healing at a meager rate whilst being motionless in the darkness. So I separated the proc in two and only called the part that heals on process() as well as upping the damage healed for consistency's sake.
2020-12-07 13:05:30 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ghom
d94cfdaae7 Fixing non wiz phased mobs. (#55162)
Wrong proc path, also qdel ref issue for shadow walk holder.
This will close #55141 and close #55142
fix: Nightmares and some other critters no longer delete themselves once they stop phasing.
2020-11-26 14:36:50 +00:00
NightRed
fb51b24d21 Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
2020-11-24 22:37:36 -08:00
Ghom
2bd9aca8b6 Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783) 2020-11-23 13:27:18 -03:00
IndieanaJones
0279109cf9 Spider Rework (#54451)
Spider refactor and hostile animal stamina changes.
2020-11-10 15:31:08 +01:00
Jared-Fogle
477d97647e Move death(), gib(), and dust() from /mob to /mob/living (#54810)
These have no reason to exist on /mob, where they noop for any nonliving.
2020-11-08 10:32:04 -05:00
Rohesie
909f4404aa Handful of minor text fixes #54774
Space Dragons used a visible_message when the user renamed themselves, and touch spells messaged the wrong person about disappearing when destroyed. This PR fixes those two issues.

Edit: Also fixes an extra space in bodies slamming into bodies and admin edited shuttle timers showing the wrong value (setting the timer to 30 seconds would show 3 seconds, 300 would show 30, etc)
2020-11-08 00:32:15 -03:00
Ryll Ryll
5d5694d50d Update code/modules/spells/spell_types/touch_attacks.dm
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-11-07 21:25:20 -05:00
necromanceranne
f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Ryll-Ryll
f3f38a52a1 touch spells 2020-11-02 22:27:35 -05:00
Timberpoes
497f4498a9 Fixes various shapeshifting-related runtimes and interactions (#54663) 2020-10-29 18:30:10 -03:00
Timberpoes
7b61cffde2 Fixes shapeshift transformation runtime (#54484)
Code improvement PR that changed this to use lazylists forgot to then remove the .Remove() part after.

As a result, this will runtime either when mob_spell_list is null, or when mob_spell_list only contains src as LAZYREMOVE nulls the list for Remove() to runtime afterwards.

Fixes all transformations where the above was the case, very specifically Vampires changing to bats and back.
2020-10-22 08:41:53 -03:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
ShizCalev
b720bcd63d adds more cursed animal masks (#53539)
Animal masks refactor
2020-10-15 22:16:00 +02:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
Timberpoes
d5402dc459 Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.

Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.

Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
2020-10-07 15:42:02 -03:00
TiviPlus
ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Timberpoes
5bc1753dd0 Fixes pretty much all spells having 10 times longer cooldowns than intended. (#53598)
* Feex

* It's Delta Time!

* Someone smarter than I has spoken!
2020-09-11 12:44:57 +02:00
Qustinnus
9cb35cad29 Allows you to use the ability of vatbeasts when riding them (#53266) 2020-09-08 17:58:13 -07:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
NightRed
52a0183e80 Cleans up extinguish_mob and prevents perpetual fire (#53252) 2020-09-02 19:48:50 -03:00
Paxilmaniac
3bc7af3128 Lesser Summon Bees (#53297)
Adds a single spell to the wizard's arsenal, lesser summon bees, which summons... bees.
2020-09-01 17:42:31 -03:00
TiviPlus
ca366c3ea1 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>
2020-08-28 14:26:37 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Rohesie
584580d664 to the base (#52917) 2020-08-21 22:48:02 +02:00
Timberpoes
d793a4c9c0 Completely remove the blood contract from the game, including the blood contract antag datum. (#53059) 2020-08-20 23:40:38 -03:00
Rohesie
25f670f8de Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
2020-08-19 13:24:20 +12:00
Timberpoes
19c3bbde31 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.
2020-08-07 12:23:42 -03:00