diff --git a/code/game/gamemodes/events/holidays/Holidays.dm b/code/game/gamemodes/events/holidays/Holidays.dm index 913b58e23b..49780638d8 100644 --- a/code/game/gamemodes/events/holidays/Holidays.dm +++ b/code/game/gamemodes/events/holidays/Holidays.dm @@ -126,9 +126,9 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t if(8) //Aug switch(DD) -// if(10) -// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, \ -// on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common." +/* if(10) + Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, + on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common." */ //VOREStation Add - Of course we need this. if(8) Holiday["Vore Day"] = "A holiday representing the innate desire in all/most/some/a few of us to devour each other or be devoured. \ @@ -167,10 +167,10 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Holiday["Kindness Day"] = "Kindness Day is an unofficial holiday to highlight good deeds in the \ community, focusing on the positive power and the common thread of kindness which binds humanity and \ friends together." -// if(28) //Space thanksgiving. -// Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \ +/* if(28) //Space thanksgiving. + Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \ traditions that its predecessor did, such as having a large feast (turkey often included), gathering with family, and being thankful \ - for what one has in life." + for what one has in life." */ if(28 > DD > 20) if(time2text(world.timeofday, "Day") == "Thursday") Holiday["Thanksgiving"] = "Originally an old holiday from Earth, Thanksgiving follows many of the \ diff --git a/code/game/gamemodes/technomancer/core_obj.dm b/code/game/gamemodes/technomancer/core_obj.dm index 42fb58e662..a943330ff6 100644 --- a/code/game/gamemodes/technomancer/core_obj.dm +++ b/code/game/gamemodes/technomancer/core_obj.dm @@ -30,8 +30,8 @@ "wizard's cloak" = "wizard_cloak" ) - // Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than \ - // mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. + /* Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than + mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. */ var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list(). var/list/wards_in_use = list() // Wards don't count against the cap for other summons. var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps. diff --git a/code/game/gamemodes/technomancer/equipment.dm b/code/game/gamemodes/technomancer/equipment.dm index 8d1fb4c6ad..940e31f3cd 100644 --- a/code/game/gamemodes/technomancer/equipment.dm +++ b/code/game/gamemodes/technomancer/equipment.dm @@ -1,8 +1,5 @@ /datum/technomancer/equipment/default_core name = "Manipulation Core" -// desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \ -// another core, don't forget to refund the old core. This has a capacity of 10,000 units of energy, and recharges at a \ -// rate of 50 units. It also reduces incoming instability from functions by 20%." desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \ another core, don't forget to refund the old core.
\ Capacity: 10k
\ diff --git a/code/modules/maps/tg/map_template.dm b/code/modules/maps/tg/map_template.dm index 5fa66e3b47..3a2f284fd6 100644 --- a/code/modules/maps/tg/map_template.dm +++ b/code/modules/maps/tg/map_template.dm @@ -9,9 +9,9 @@ var/annihilate = FALSE // If true, all (movable) atoms at the location where the map is loaded will be deleted before the map is loaded in. var/fixed_orientation = FALSE // If true, the submap will not be rotated randomly when loaded. - var/cost = null // The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until \ - it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. \ - Set to -1 to force the submap to always be made. + var/cost = null /*The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until + it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. + Set to -1 to force the submap to always be made. */ var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually. var/discard_prob = 0 // If non-zero, there is a chance that the map seeding algorithm will skip this template when selecting potential templates to use. diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm index a846b560d6..f2b814e8a5 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm @@ -88,9 +88,9 @@ hitsound_wall = 'sound/weapons/effects/searwall.ogg' -// Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it. -// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and \ -// the projectiles have an AoE component, where as backline hivebots do not. +/* Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it. + Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and + the projectiles have an AoE component, where as backline hivebots do not. */ /mob/living/simple_mob/mechanical/hivebot/ranged_damage/backline name = "backline hivebot" desc = "A robot that can fire short-ranged projectiles over their allies." diff --git a/code/modules/surgery/organs_internal.dm b/code/modules/surgery/organs_internal.dm index 42ed967263..69d5f520f3 100644 --- a/code/modules/surgery/organs_internal.dm +++ b/code/modules/surgery/organs_internal.dm @@ -431,15 +431,15 @@ // HEART SURGERY // ////////////////////////////////////////////////////////////////// // To be finished after some tests. -// /datum/surgery_step/ribcage/heart/cut -// allowed_tools = list( -// /obj/item/weapon/surgical/scalpel = 100, \ -// /obj/item/weapon/material/knife = 75, \ -// /obj/item/weapon/material/shard = 50, \ -// ) +/* /datum/surgery_step/ribcage/heart/cut + allowed_tools = list( + /obj/item/weapon/surgical/scalpel = 100, + /obj/item/weapon/material/knife = 75, + /obj/item/weapon/material/shard = 50, + ) -// min_duration = 30 -// max_duration = 40 + min_duration = 30 + max_duration = 40 -// /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) -// return ..() && target.op_stage.ribcage == 2 \ No newline at end of file + /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) + return ..() && target.op_stage.ribcage == 2 */ \ No newline at end of file