Files
Bubberstation/code/game/objects/structures/plasticflaps.dm
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

115 lines
4.2 KiB
Plaintext

/obj/structure/plasticflaps
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps. Definitely can't get past those. No way."
gender = PLURAL
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
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
/obj/structure/plasticflaps/opaque
opacity = TRUE
/obj/structure/plasticflaps/Initialize()
. = ..()
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
/obj/structure/plasticflaps/examine(mob/user)
. = ..()
if(anchored)
. += "<span class='notice'>[src] are <b>screwed</b> to the floor.</span>"
else
. += "<span class='notice'>[src] are no longer <i>screwed</i> to the floor, and the flaps can be <b>cut</b> apart.</span>"
/obj/structure/plasticflaps/screwdriver_act(mob/living/user, obj/item/W)
if(..())
return TRUE
add_fingerprint(user)
var/action = anchored ? "unscrews [src] from" : "screws [src] to"
var/uraction = anchored ? "unscrew [src] from " : "screw [src] to"
user.visible_message("<span class='warning'>[user] [action] the floor.</span>", "<span class='notice'>You start to [uraction] the floor...</span>", "<span class='hear'>You hear rustling noises.</span>")
if(W.use_tool(src, user, 100, volume=100, extra_checks = CALLBACK(src, .proc/check_anchored_state, anchored)))
set_anchored(!anchored)
to_chat(user, "<span class='notice'>You [anchored ? "unscrew" : "screw"] [src] from the floor.</span>")
return TRUE
else
return TRUE
/obj/structure/plasticflaps/wirecutter_act(mob/living/user, obj/item/W)
. = ..()
if(!anchored)
user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "<span class='hear'>You hear cutting.</span>")
if(W.use_tool(src, user, 50, volume=100))
if(anchored)
return TRUE
to_chat(user, "<span class='notice'>You cut apart [src].</span>")
var/obj/item/stack/sheet/plastic/five/P = new(loc)
P.add_fingerprint(user)
qdel(src)
return TRUE
/obj/structure/plasticflaps/proc/check_anchored_state(check_anchored)
if(anchored != check_anchored)
return FALSE
return TRUE
/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
if(isliving(caller))
if(isbot(caller))
return TRUE
var/mob/living/M = caller
var/ventcrawler = HAS_TRAIT(M, TRAIT_VENTCRAWLER_ALWAYS) || HAS_TRAIT(M, TRAIT_VENTCRAWLER_NUDE)
if(!ventcrawler && M.mob_size != MOB_SIZE_TINY)
return FALSE
var/atom/movable/M = caller
if(M?.pulling)
return CanAStarPass(ID, to_dir, M.pulling)
return TRUE //diseases, stings, etc can pass
/obj/structure/plasticflaps/CanAllowThrough(atom/movable/A, turf/T)
. = ..()
if(A.pass_flags & PASSFLAPS) //For anything specifically engineered to cross plastic flaps.
return TRUE
if(istype(A) && (A.pass_flags & PASSGLASS))
return prob(60)
var/obj/structure/bed/B = A
if(istype(A, /obj/structure/bed) && (B.has_buckled_mobs() || B.density))//if it's a bed/chair and is dense or someone is buckled, it will not pass
return FALSE
if(istype(A, /obj/structure/closet/cardboard))
var/obj/structure/closet/cardboard/C = A
if(C.move_delay)
return FALSE
if(ismecha(A))
return FALSE
else if(isliving(A)) // You Shall Not Pass!
var/mob/living/M = A
if(M.buckled && istype(M.buckled, /mob/living/simple_animal/bot/mulebot)) // mulebot passenger gets a free pass.
return TRUE
var/ventcrawler = HAS_TRAIT(M, TRAIT_VENTCRAWLER_ALWAYS) || HAS_TRAIT(M, TRAIT_VENTCRAWLER_NUDE)
if(M.body_position == STANDING_UP && !ventcrawler && M.mob_size != MOB_SIZE_TINY) //If your not laying down, or a ventcrawler or a small creature, no pass.
return FALSE
/obj/structure/plasticflaps/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/plastic/five(loc)
qdel(src)
/obj/structure/plasticflaps/Initialize()
. = ..()
air_update_turf(TRUE, TRUE)
/obj/structure/plasticflaps/Destroy()
var/atom/oldloc = loc
. = ..()
if (oldloc)
oldloc.air_update_turf(TRUE, FALSE)