Convert some bools to TRUE/FALSE instead of 1/0.

This commit is contained in:
Chompstation Bot
2021-07-16 17:44:40 +00:00
parent 1be5570337
commit 481c0e314e
523 changed files with 6976 additions and 1284 deletions

View File

@@ -8,8 +8,8 @@
/obj/screen/auto_target
name = "targeter"
icon = null//We dont want people to see this guy
density = 0
anchored = 1
density = FALSE
anchored = TRUE
var/obj/item/weapon/gun/gun
var/active = 0//Just tells us that it was clicked on so we should start shooting
var/delay_del = 0//Delays the del if we retarget without shooting

View File

@@ -44,7 +44,7 @@
base_spread = 90 //lower means the pellets spread more across body parts. If zero then this is considered a shrapnel explosion instead of a shrapnel cone
spread_step = 10
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
/obj/item/ammo_casing/microbattery/combat/ion
@@ -64,7 +64,7 @@
nodamage = 1
agony = 5
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
/obj/item/projectile/bullet/stripper/on_hit(var/atom/stripped)

View File

@@ -48,8 +48,8 @@
var/active_throwforce = 20
var/active_w_class = ITEMSIZE_LARGE
var/active_embed_chance = 0 //In the off chance one of these is supposed to embed, you can just tweak this var
sharp = 0
edge = 0
sharp = FALSE
edge = FALSE
armor_penetration = 50
flags = NOBLOODY
var/lrange = 2
@@ -66,8 +66,8 @@
embed_chance = active_embed_chance
force = active_force
throwforce = active_throwforce
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
w_class = active_w_class
playsound(src, 'sound/weapons/saberon.ogg', 50, 1)
set_light(lrange, lpower, lcolor)

View File

@@ -203,7 +203,7 @@
charge_cost = 300
battery_lock = 1
unacidable = 1
unacidable = TRUE
var/recharging = 0
var/phase_power = 75

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@@ -10,8 +10,8 @@
pickup_sound = 'sound/items/pickup/sword.ogg'
throwforce = 8
w_class = ITEMSIZE_NORMAL
sharp = 1
edge = 0
sharp = TRUE
edge = FALSE
/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
return
@@ -19,8 +19,8 @@
/obj/item/weapon/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = 1
edge = 0
sharp = TRUE
edge = FALSE
throwforce = 5
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/weapons.dmi'

View File

@@ -23,7 +23,7 @@
to_chat(user, "<span class='notice'>You carefully insert [syringe] into [src].</span>")
user.remove_from_mob(syringe)
syringe.loc = src
sharp = 1
sharp = TRUE
name = "syringe dart"
update_icon()

View File

@@ -8,7 +8,7 @@
nodamage = 0
check_armour = "bullet"
embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
sharp = 1
sharp = TRUE
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
var/mob_passthrough_check = 0
@@ -100,7 +100,7 @@
damage = 10
agony = 60
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
@@ -108,7 +108,7 @@
damage = 5
agony = 40
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
@@ -126,7 +126,7 @@
damage = 20
agony = 60
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
@@ -151,7 +151,7 @@
fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
damage = 15
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
combustion = FALSE
@@ -209,7 +209,7 @@
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL
/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
/obj/item/projectile/bullet/rifle/a145 // 14.5<EFBFBD>114mm is bigger than a .50 BMG round.
fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
damage = 80
stun = 3
@@ -249,7 +249,7 @@
fire_sound = 'sound/effects/Explosion1.ogg'
damage = 20
embed_chance = 0
edge = 1
edge = TRUE
/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
if(isturf(target))
@@ -305,7 +305,7 @@
damage = 0
nodamage = 1
embed_chance = 0
sharp = 0
sharp = FALSE
combustion = FALSE
@@ -320,7 +320,7 @@
damage = 0
nodamage = 1
embed_chance = 0
sharp = 0
sharp = FALSE
/obj/item/projectile/bullet/blank/cap/process()
loc = null

View File

@@ -2,7 +2,7 @@
damage = 10
agony = 60
embed_chance = 0
sharp = 0
sharp = FALSE
check_armour = "melee"
/obj/item/projectile/energy/flash/strong

View File

@@ -42,7 +42,7 @@
if(I_HURT)
check_armour = "bullet"
damage *= 3
sharp = 1
sharp = TRUE
agony = 20
if(I_GRAB)
check_armour = "melee"

View File

@@ -41,8 +41,8 @@
icon_state= "bolter"
damage = 50
check_armour = "bullet"
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
explosion(target, -1, 0, 2)

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@@ -3,11 +3,11 @@
desc = "Stick 'em up!"
icon = 'icons/effects/Targeted.dmi'
icon_state = "locking"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
opacity = 0
plane = ABOVE_PLANE
simulated = 0
simulated = FALSE
mouse_opacity = 0
var/mob/living/aiming_at // Who are we currently targeting, if anyone?