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

@@ -10,7 +10,7 @@ Pipelines + Other Objects -> Pipe network
*/
/obj/machinery/atmospherics
anchored = 1
anchored = TRUE
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON

View File

@@ -6,8 +6,8 @@
icon = 'icons/obj/machines/algae_vr.dmi'
icon_state = "algae-off"
circuit = /obj/item/weapon/circuitboard/algae_farm
anchored = 1
density = 1
anchored = TRUE
density = TRUE
power_channel = EQUIP
use_power = USE_POWER_IDLE
idle_power_usage = 100 // Minimal lights to keep algae alive

View File

@@ -5,7 +5,7 @@
desc = "A gas circulator turbine and heat exchanger."
icon = 'icons/obj/power.dmi'
icon_state = "circ-unassembled"
anchored = 0
anchored = FALSE
pipe_flags = PIPING_DEFAULT_LAYER_ONLY|PIPING_ONE_PER_TURF
var/kinetic_efficiency = 0.04 //combined kinetic and kinetic-to-electric efficiency
@@ -21,7 +21,7 @@
var/stored_energy = 0
var/temperature_overlay
density = 1
density = TRUE
/obj/machinery/atmospherics/binary/circulator/New()
..()

View File

@@ -3,8 +3,8 @@
desc = "A gas turbine. Converting pressure into energy since 1884."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "turbine"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
var/efficiency = 0.4
var/kin_energy = 0
@@ -229,8 +229,8 @@
desc = "Electrogenerator. Converts rotation into power."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "motor"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
var/kin_to_el_ratio = 0.1 //How much kinetic energy will be taken from turbine and converted into electricity
var/obj/machinery/atmospherics/pipeturbine/turbine

View File

@@ -3,7 +3,7 @@
icon_state = "map"
construction_type = /obj/item/pipe/trinary/flippable
pipe_state = "filter"
density = 0
density = FALSE
level = 1
name = "Gas filter"

View File

@@ -3,7 +3,7 @@
icon_state = "map"
construction_type = /obj/item/pipe/trinary/flippable
pipe_state = "mixer"
density = 0
density = FALSE
level = 1
name = "Gas mixer"

View File

@@ -6,8 +6,8 @@
desc = "Cools gas when connected to pipe network"
icon = 'icons/obj/Cryogenic2_vr.dmi'
icon_state = "freezer_0"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 5 // 5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/cooler

View File

@@ -3,7 +3,7 @@
icon = 'icons/obj/atmospherics/heat_exchanger.dmi'
icon_state = "intact"
pipe_state = "heunary"
density = 1
density = TRUE
name = "Heat Exchanger"
desc = "Exchanges heat between two input gases. Setup for fast heat transfer"

View File

@@ -6,8 +6,8 @@
desc = "Heats gas when connected to a pipe network"
icon = 'icons/obj/Cryogenic2_vr.dmi'
icon_state = "heater_0"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 5 //5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/heater

View File

@@ -17,7 +17,7 @@
var/in_stasis = FALSE
//minimum pressure before check_pressure(...) should be called
can_buckle = 1
can_buckle = TRUE
buckle_require_restraints = 1
buckle_lying = -1

View File

@@ -16,7 +16,7 @@
dir = SOUTH
initialize_directions = SOUTH
pipe_flags = PIPING_DEFAULT_LAYER_ONLY
density = 1
density = TRUE
/obj/machinery/atmospherics/pipe/tank/New()
icon_state = "air"

View File

@@ -108,7 +108,7 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
/obj/fire
//Icon for fire on turfs.
anchored = 1
anchored = TRUE
mouse_opacity = 0
blend_mode = BLEND_ADD

View File

@@ -1177,10 +1177,10 @@ var/mob/dview/dview_mob = new
/mob/dview
invisibility = 101
density = 0
density = FALSE
anchored = 1
simulated = 0
anchored = TRUE
simulated = FALSE
see_in_dark = 1e6

View File

@@ -12,7 +12,7 @@
appearance_flags = TILE_BOUND|PIXEL_SCALE|NO_CLIENT_COLOR
layer = LAYER_HUD_BASE
plane = PLANE_PLAYER_HUD
unacidable = 1
unacidable = TRUE
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
var/datum/hud/hud = null // A reference to the owner HUD, if any.

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@@ -135,7 +135,7 @@ SUBSYSTEM_DEF(airflow)
airflow_od = 0
if (!density)
density = 1
density = TRUE
airflow_od = 1
return TRUE

View File

@@ -1,8 +1,8 @@
/obj/structure/signpost
icon = 'icons/obj/stationobjs.dmi'
icon_state = "signpost"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
/obj/structure/signpost/attackby(obj/item/weapon/W as obj, mob/user as mob)
return attack_hand(user)
@@ -16,15 +16,15 @@
var/mark = ""
icon = 'icons/misc/mark.dmi'
icon_state = "blank"
anchored = 1
anchored = TRUE
layer = 99
mouse_opacity = 0
unacidable = 1//Just to be sure.
unacidable = TRUE//Just to be sure.
/obj/effect/beam
name = "beam"
density = 0
unacidable = 1//Just to be sure.
density = FALSE
unacidable = TRUE//Just to be sure.
var/def_zone
pass_flags = PASSTABLE
@@ -33,8 +33,8 @@
name = "begin"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "begin"
anchored = 1.0
unacidable = 1
anchored = TRUE
unacidable = TRUE
/*
* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
@@ -58,7 +58,7 @@
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."
anchored = 1.0
anchored = TRUE
/obj/effect/shut_controller
name = "shut controller"
@@ -70,9 +70,9 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "showcase_1"
desc = "A stand with the empty body of a cyborg bolted to it."
density = 1
anchored = 1
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
density = TRUE
anchored = TRUE
unacidable = TRUE//temporary until I decide whether the borg can be removed. -veyveyr
/obj/structure/showcase/sign
name = "WARNING: WILDERNESS"
@@ -116,8 +116,8 @@
icon = 'icons/misc/beach.dmi'
icon_state = "beachball"
name = "beach ball"
density = 0
anchored = 0
density = FALSE
anchored = FALSE
w_class = ITEMSIZE_LARGE
force = 0.0
throwforce = 0.0

View File

@@ -19,8 +19,8 @@
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
density = FALSE
anchored = FALSE
var/stored_matter = 0
var/mode = 1
w_class = ITEMSIZE_NORMAL
@@ -303,7 +303,7 @@
w_class = ITEMSIZE_HUGE
can_hold = list(/obj/item/weapon/stock_parts)
storage_slots = 50
use_to_pickup = 1
use_to_pickup = TRUE
allow_quick_gather = 1
allow_quick_empty = 1
collection_mode = 1
@@ -326,7 +326,7 @@
/obj/item/weapon/reagent_containers/glass/beaker)
//End of YAWN Changes
storage_slots = 200
use_to_pickup = 1
use_to_pickup = TRUE
allow_quick_gather = 1
allow_quick_empty = 1
collection_mode = 1

View File

@@ -11,7 +11,7 @@
var/pass_flags = 0
var/throwpass = 0
var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
var/simulated = 1 //filter for actions - used by lighting overlays
var/simulated = TRUE //filter for actions - used by lighting overlays
var/atom_say_verb = "says"
var/bubble_icon = "normal" ///what icon the atom uses for speechbubbles
var/fluorescent // Shows up under a UV light.
@@ -454,7 +454,7 @@
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
was_bloodied = 1
was_bloodied = TRUE
if(!blood_color)
blood_color = "#A10808"
if(istype(M))

View File

@@ -3,7 +3,7 @@
appearance_flags = TILE_BOUND|PIXEL_SCALE|KEEP_TOGETHER|LONG_GLIDE
glide_size = 8
var/last_move = null //The direction the atom last moved
var/anchored = 0
var/anchored = FALSE
// var/elevation = 2 - not used anywhere
var/moving_diagonally
var/move_speed = 10
@@ -523,7 +523,7 @@
//Overlays
/atom/movable/overlay
var/atom/master = null
anchored = 1
anchored = TRUE
/atom/movable/overlay/New()
for(var/x in src.verbs)

View File

@@ -65,8 +65,8 @@
desc = "It scans DNA structures."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "scanner_0"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 50
active_power_usage = 300
@@ -274,7 +274,7 @@
desc = "Scan DNA."
icon_keyboard = "med_key"
icon_screen = "dna"
density = 1
density = TRUE
circuit = /obj/item/weapon/circuitboard/scan_consolenew
var/selected_ui_block = 1.0
var/selected_ui_subblock = 1.0
@@ -290,7 +290,7 @@
var/obj/machinery/dna_scannernew/connected = null
var/obj/item/weapon/disk/data/disk = null
var/selected_menu_key = PAGE_UI
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 400

View File

@@ -54,7 +54,7 @@
icon_state = "arm_blade"
w_class = ITEMSIZE_HUGE
force = 5
anchored = 1
anchored = TRUE
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
@@ -138,8 +138,8 @@
icon_state = "arm_blade"
force = 40
armor_penetration = 15
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
pry = 1
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
defend_chance = 60
@@ -157,8 +157,8 @@
desc = "A grotesque claw made out of bone and flesh that cleaves through people as a hot knife through butter."
icon_state = "ling_claw"
force = 15
sharp = 1
edge = 1
sharp = TRUE
edge = TRUE
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
defend_chance = 50
projectile_parry_chance = 15

View File

@@ -39,7 +39,7 @@
//it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/emergency/oxygen, /obj/item/weapon/tank/oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) //No armor at all.
canremove = 0
canremove = FALSE
/obj/item/clothing/suit/space/changeling/New()
..()
@@ -58,7 +58,7 @@
flags = BLOCKHAIR //Again, no THICKMATERIAL.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
body_parts_covered = HEAD|FACE|EYES
canremove = 0
canremove = FALSE
/obj/item/clothing/head/helmet/space/changeling/dropped()
qdel(src)
@@ -68,7 +68,7 @@
name = "fleshy grippers"
icon_state = "lingspacesuit"
action_button_name = "Toggle Grippers"
canremove = 0
canremove = FALSE
/obj/item/clothing/shoes/magboots/changeling/set_slowdown()
slowdown = shoes? max(SHOES_SLOWDOWN, shoes.slowdown): SHOES_SLOWDOWN //So you can't put on magboots to make you walk faster.

View File

@@ -42,7 +42,7 @@ var/global/list/changeling_fabricated_clothing = list(
desc = "The flesh all around us has grown a new layer of cells that can shift appearance and create a biological fabric that cannot be distinguished from \
ordinary cloth, allowing us to make ourselves appear to wear almost anything."
origin_tech = list() //The base chameleon items have origin technology, which we will inherit if we don't null out this variable.
canremove = 0 //Since this is essentially flesh impersonating clothes, tearing someone's skin off as if it were clothing isn't possible.
canremove = FALSE //Since this is essentially flesh impersonating clothes, tearing someone's skin off as if it were clothing isn't possible.
/obj/item/clothing/under/chameleon/changeling/emp_act(severity) //As these are purely organic, EMP does nothing to them.
return
@@ -63,7 +63,7 @@ var/global/list/changeling_fabricated_clothing = list(
desc = "Our head is swelled with a large quanity of rapidly shifting skin cells. We can reform our head to resemble various hats and \
helmets that biologicals are so fond of wearing."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/head/chameleon/changeling/emp_act(severity)
return
@@ -88,7 +88,7 @@ var/global/list/changeling_fabricated_clothing = list(
item_state = "armor"
desc = "The cells in our chest are rapidly shifting, ready to reform into material that can resemble most pieces of clothing."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/suit/chameleon/changeling/emp_act(severity)
return
@@ -113,7 +113,7 @@ var/global/list/changeling_fabricated_clothing = list(
item_state = "black"
desc = "Our feet are overlayed with another layer of flesh and bone on top. We can reform our feet to resemble various boots and shoes."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/shoes/chameleon/changeling/emp_act()
return
@@ -138,7 +138,7 @@ var/global/list/changeling_fabricated_clothing = list(
item_state = "backpack"
desc = "A large pouch imbedded in our back, it can shift form to resemble many common backpacks that other biologicals are fond of using."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/weapon/storage/backpack/chameleon/changeling/emp_act()
return
@@ -166,7 +166,7 @@ var/global/list/changeling_fabricated_clothing = list(
desc = "Our hands have a second layer of flesh on top. We can reform our hands to resemble a large variety of fabrics and materials that biologicals \
tend to wear on their hands. Remember that these won't protect your hands from harm."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/gloves/chameleon/changeling/emp_act()
return
@@ -192,7 +192,7 @@ var/global/list/changeling_fabricated_clothing = list(
desc = "A transparent visor of brittle chitin covers our face. We can reform it to resemble various masks that biologicals use. It can also utilize internal \
tanks.."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/mask/chameleon/changeling/emp_act()
return
@@ -213,7 +213,7 @@ var/global/list/changeling_fabricated_clothing = list(
item_state = "glasses"
desc = "A transparent piece of eyewear made out of brittle chitin. We can reform it to resemble various glasses and goggles."
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/clothing/glasses/chameleon/changeling/emp_act()
return
@@ -238,7 +238,7 @@ var/global/list/changeling_fabricated_clothing = list(
)
item_state = "utility"
origin_tech = list()
canremove = 0
canremove = FALSE
/obj/item/weapon/storage/belt/chameleon/changeling/emp_act()
return
@@ -262,7 +262,7 @@ var/global/list/changeling_fabricated_clothing = list(
electronic_warfare = 1 //The lack of RFID stuff makes it hard for AIs to track, I guess. *handwaves*
registered_user = null
access = null
canremove = 0
canremove = FALSE
/obj/item/weapon/card/id/syndicate/changeling/New(mob/user as mob)
..()

View File

@@ -10,8 +10,8 @@
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
edge = 1
sharp = 1
edge = TRUE
sharp = TRUE
/obj/item/weapon/melee/cultblade/cultify()
return

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@@ -1,6 +1,6 @@
/obj/structure/cult
density = 1
anchored = 1
density = TRUE
anchored = TRUE
icon = 'icons/obj/cult.dmi'
/obj/structure/cult/cultify()
@@ -59,7 +59,7 @@
STOP_PROCESSING(SSobj, src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
@@ -75,7 +75,7 @@
user.do_attack_animation(src)
playsound(src,shatter_sound, 75, 1)
isbroken = 1
density = 0
density = FALSE
icon_state = "[initial(icon_state)]-broken"
set_light(0)
else
@@ -94,7 +94,7 @@
START_PROCESSING(SSobj, src)
to_chat(user, "You repair \the [src].")
isbroken = 0
density = 1
density = TRUE
icon_state = initial(icon_state)
set_light(5)
@@ -127,9 +127,9 @@
desc = "You're pretty sure that abyss is staring back."
icon = 'icons/obj/cult.dmi'
icon_state = "hole"
density = 1
unacidable = 1
anchored = 1.0
density = TRUE
unacidable = TRUE
anchored = TRUE
var/spawnable = null
/obj/effect/gateway/active

View File

@@ -48,7 +48,7 @@
/obj/machinery/atmospherics/cultify()
if(src.invisibility != INVISIBILITY_MAXIMUM)
src.invisibility = INVISIBILITY_MAXIMUM
density = 0
density = FALSE
/obj/machinery/appliance/cooker/cultify()
new /obj/structure/cult/talisman(loc)
@@ -65,7 +65,7 @@
/obj/machinery/door/cultify()
if(invisibility != INVISIBILITY_MAXIMUM)
invisibility = INVISIBILITY_MAXIMUM
density = 0
density = FALSE
anim(target = src, a_icon = 'icons/effects/effects.dmi', a_icon_state = "breakdoor", sleeptime = 10)
qdel(src)

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@@ -22,11 +22,11 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","
/obj/effect/rune
desc = "A strange collection of symbols drawn in blood."
anchored = 1
anchored = TRUE
icon = 'icons/obj/rune.dmi'
icon_state = "1"
var/visibility = 0
unacidable = 1
unacidable = TRUE
layer = TURF_LAYER

View File

@@ -4,9 +4,9 @@
desc = "FUCK FUCK FUCK AAAHHH"
icon_state = "bhole3"
opacity = 1
unacidable = 1
density = 0
anchored = 1
unacidable = TRUE
density = FALSE
anchored = TRUE
/obj/effect/bhole/New()
spawn(4)

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@@ -13,8 +13,8 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
icon = 'icons/obj/objects.dmi'
icon_state = "immrod"
throwforce = 100
density = 1
anchored = 1
density = TRUE
anchored = TRUE
/obj/effect/immovablerod/Bump(atom/clong)
if(istype(clong, /turf/simulated/shuttle)) //Skip shuttles without actually deleting the rod

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@@ -64,8 +64,8 @@ The "dust" will damage the hull of the station causin minor hull breaches.
desc = "Dust in space."
icon = 'icons/obj/meteor.dmi'
icon_state = "space_dust"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/strength = 2 //ex_act severity number
var/life = 2 //how many things we hit before qdel(src)

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@@ -7,7 +7,7 @@
item_state = "technomancer_core"
w_class = ITEMSIZE_HUGE
slot_flags = SLOT_BACK
unacidable = 1
unacidable = TRUE
origin_tech = list(
TECH_MATERIAL = 8, TECH_ENGINEERING = 8, TECH_POWER = 8, TECH_BLUESPACE = 10,
TECH_COMBAT = 7, TECH_MAGNET = 9, TECH_DATA = 5

View File

@@ -181,7 +181,7 @@
if(A == firer) // For this, you CAN shoot yourself.
on_impact(A)
density = 0
density = FALSE
invisibility = 101
qdel(src)

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@@ -5,7 +5,7 @@
desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
level = 1 // underfloor
layer = UNDER_JUNK_LAYER
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 0
var/obj/item/device/radio/beacon/Beacon

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@@ -2,7 +2,7 @@
name = "automatic cable layer"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
density = TRUE
var/obj/structure/cable/last_piece
var/obj/item/stack/cable_coil/cable
var/max_cable = 100

View File

@@ -3,8 +3,8 @@
desc = "Used for advanced medical procedures."
icon = 'icons/obj/surgery.dmi'
icon_state = "table2-idle"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 1
active_power_usage = 5
@@ -37,14 +37,14 @@
return
if(3.0)
if(prob(25))
density = 0
density = FALSE
else
return
/obj/machinery/optable/attack_hand(mob/user as mob)
if(HULK in usr.mutations)
visible_message("<span class='danger'>\The [usr] destroys \the [src]!</span>")
density = 0
density = FALSE
qdel(src)
return

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@@ -4,8 +4,8 @@
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - Better icon.
icon_state = "sleeperconsole"
var/obj/machinery/sleeper/sleeper
anchored = 1 //About time someone fixed this.
density = 1 //VOREStation Edit - Big console
anchored = TRUE //About time someone fixed this.
density = TRUE //VOREStation Edit - Big console
dir = 8
use_power = USE_POWER_IDLE
idle_power_usage = 40
@@ -87,8 +87,8 @@
desc = "A stasis pod with built-in injectors, a dialysis machine, and a limited health scanner."
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - Better icons
icon_state = "sleeper_0"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/sleeper
var/mob/living/carbon/human/occupant = null
var/list/available_chemicals = list()

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@@ -6,8 +6,8 @@
name = "Body Scanner"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "body_scanner_0"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/body_scanner
use_power = USE_POWER_IDLE
idle_power_usage = 60
@@ -546,8 +546,8 @@
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "body_scannerconsole"
dir = 8
density = 0
anchored = 1
density = FALSE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/scanner_console
var/printing = null

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@@ -5,7 +5,7 @@
/obj/machinery/body_scanconsole
icon = 'icons/obj/Cryogenic2_vr.dmi'
icon_state = "scanner_terminal_off"
density = 1
density = TRUE
/obj/machinery/bodyscanner/proc/get_occupant_data_vr(list/incoming, mob/living/carbon/human/H)
var/humanprey = 0

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@@ -2,7 +2,7 @@
name = "\improper AI Liquid Dispenser"
icon = 'icons/obj/device.dmi'
icon_state = "liquid_dispenser"
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
var/uses = 20

View File

@@ -31,7 +31,7 @@
icon_state = "alarm_0"
layer = ABOVE_WINDOW_LAYER
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 80
active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air.
@@ -50,7 +50,7 @@
var/rcon_setting = 2
var/rcon_time = 0
var/locked = 1
panel_open = 0 // If it's been screwdrivered open.
panel_open = FALSE // If it's been screwdrivered open.
var/aidisabled = 0
var/shorted = 0
circuit = /obj/item/weapon/circuitboard/airalarm

View File

@@ -7,8 +7,8 @@
desc = "A massive machine that can either add or remove thermal energy from the surrounding environment. Must be secured onto a powered wire node to function."
icon = 'icons/obj/machines/thermoregulator_vr.dmi'
icon_state = "lasergen"
density = 1
anchored = 0
density = TRUE
anchored = FALSE
use_power = USE_POWER_OFF //is powered directly from cables
active_power_usage = 150 KILOWATTS //BIG POWER

View File

@@ -4,7 +4,7 @@
name = "Gas Sensor"
desc = "Senses atmospheric conditions."
anchored = 1
anchored = TRUE
var/state = 0
var/id_tag

View File

@@ -2,7 +2,7 @@
name = "canister"
icon = 'icons/obj/atmos.dmi'
icon_state = "yellow"
density = 1
density = TRUE
var/health = 100.0
w_class = ITEMSIZE_HUGE

View File

@@ -7,7 +7,7 @@
description_info = "Click-dragging this to yourself while adjacent will attempt to remove it from the pipe."
icon = 'icons/atmos/clamp.dmi'
icon_state = "pclamp0"
anchored = 1.0
anchored = TRUE
var/obj/machinery/atmospherics/pipe/simple/target = null
var/open = 1

View File

@@ -5,7 +5,7 @@
icon_state = "meterX"
var/obj/machinery/atmospherics/pipe/target = null
var/list/pipes_on_turf = list()
anchored = 1.0
anchored = TRUE
power_channel = ENVIRON
var/frequency = 0
var/id

View File

@@ -71,7 +71,7 @@
connected_port.connected_device = src
connected_port.on = 1 //Activate port updates
anchored = 1 //Prevent movement
anchored = TRUE //Prevent movement
//Actually enforce the air sharing
var/datum/pipe_network/network = connected_port.return_network(src)
@@ -89,7 +89,7 @@
if(network)
network.gases -= air_contents
anchored = 0
anchored = FALSE
connected_port.connected_device = null
connected_port = null

View File

@@ -3,7 +3,7 @@
icon = 'icons/obj/atmos.dmi'
icon_state = "psiphon:0"
density = 1
density = TRUE
w_class = ITEMSIZE_NORMAL
var/on = 0

View File

@@ -2,7 +2,7 @@
name = "Huge Air Pump"
icon = 'icons/obj/atmos.dmi'
icon_state = "siphon:0"
anchored = 1
anchored = TRUE
volume = 500000
use_power = USE_POWER_IDLE

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/atmos.dmi'
icon_state = "pscrubber:0"
density = 1
density = TRUE
w_class = ITEMSIZE_NORMAL
var/on = 0
@@ -152,7 +152,7 @@
desc = "A larger variation of the portable scrubber, for industrial scrubbing of air. Must be turned on from a remote terminal."
icon = 'icons/obj/atmos_vr.dmi' //VOREStation Edit - New Sprite
icon_state = "scrubber:0"
anchored = 1
anchored = TRUE
volume = 500000
volume_rate = 7000

View File

@@ -3,8 +3,8 @@
icon = 'icons/obj/pipes.dmi'
icon_state = "vent-db"
density = 0
anchored=1
density = FALSE
anchored=TRUE
var/on = 0
var/volume_rate = 800

View File

@@ -2,8 +2,8 @@
name = "autolathe"
desc = "It produces items using metal and glass."
icon_state = "autolathe"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 2000

View File

@@ -17,8 +17,8 @@
desc = "Converts plants into biomass, which can be used for fertilizer and sort-of-synthetic products."
icon = 'icons/obj/biogenerator_vr.dmi' //VOREStation Edit
icon_state = "biogen-stand"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/biogenerator
use_power = USE_POWER_IDLE
idle_power_usage = 40

View File

@@ -7,8 +7,8 @@
icon = 'icons/obj/surgery_vr.dmi' //VOREStation Edit
icon_state = "bioprinter"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 40
active_power_usage = 300

View File

@@ -7,8 +7,8 @@
desc = "A device that can calculate the potential explosive yield of provided gases."
icon = 'icons/obj/machines/bomb_tester_vr.dmi'
icon_state = "generic"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
idle_power_usage = 50
active_power_usage = 1.5 KILOWATTS

View File

@@ -6,7 +6,7 @@
desc = "A remote control switch for something."
var/id = null
var/active = 0
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 4

View File

@@ -13,7 +13,7 @@
var/c_tag = null
var/c_tag_order = 999
var/status = 1
anchored = 1.0
anchored = TRUE
var/invuln = 0
var/bugged = 0
var/obj/item/weapon/camera_assembly/assembly = null

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/monitors_vr.dmi' //VOREStation Edit - New Icons
icon_state = "cameracase"
w_class = ITEMSIZE_SMALL
anchored = 0
anchored = FALSE
matter = list(MAT_STEEL = 700,MAT_GLASS = 300)
@@ -32,7 +32,7 @@
if(W.is_wrench() && isturf(src.loc))
playsound(src, W.usesound, 50, 1)
to_chat(user, "You wrench the assembly into place.")
anchored = 1
anchored = TRUE
state = 1
update_icon()
auto_turn()
@@ -43,14 +43,14 @@
if(istype(W, /obj/item/weapon/weldingtool))
if(weld(W, user))
to_chat(user, "You weld the assembly securely into place.")
anchored = 1
anchored = TRUE
state = 2
return
else if(W.is_wrench())
playsound(src, W.usesound, 50, 1)
to_chat(user, "You unattach the assembly from its place.")
anchored = 0
anchored = FALSE
update_icon()
state = 0
return
@@ -71,7 +71,7 @@
if(weld(W, user))
to_chat(user, "You unweld the assembly from its place.")
state = 1
anchored = 1
anchored = TRUE
return

View File

@@ -7,7 +7,7 @@
desc = "A much more powerful version of the standard recharger that is specially designed for charging power cells."
icon = 'icons/obj/power.dmi'
icon_state = "recharger"
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
power_channel = EQUIP
idle_power_usage = 5

View File

@@ -29,8 +29,8 @@
/obj/machinery/clonepod
name = "cloning pod"
desc = "An electronically-lockable pod for growing organic tissue."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/clonepod
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_0"
@@ -255,11 +255,11 @@
to_chat(user, "<span class='warning'>Can not do that while [src] is in use.</span>")
else
if(anchored)
anchored = 0
anchored = FALSE
connected.pods -= src
connected = null
else
anchored = 1
anchored = TRUE
playsound(src, W.usesound, 100, 1)
if(anchored)
user.visible_message("[user] secures [src] to the floor.", "You secure [src] to the floor.")

View File

@@ -3,8 +3,8 @@
/obj/machinery/computer/operating
name = "patient monitoring console"
desc = "Used to monitor the vitals of a patient."
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
icon_keyboard = "med_key"
icon_screen = "crew"
circuit = /obj/item/weapon/circuitboard/operating

View File

@@ -1,6 +1,6 @@
/obj/structure/AIcore
density = 1
anchored = 0
density = TRUE
anchored = FALSE
name = "\improper AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
@@ -18,7 +18,7 @@
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
anchored = TRUE
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
@@ -36,7 +36,7 @@
playsound(src, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
anchored = FALSE
state = 0
if(istype(P, /obj/item/weapon/circuitboard/aicore) && !circuit)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
@@ -187,7 +187,7 @@ GLOBAL_LIST_BOILERPLATE(all_deactivated_AI_cores, /obj/structure/AIcore/deactiva
name = "inactive AI"
icon = 'icons/mob/AI.dmi'
icon_state = "ai-empty"
anchored = 1
anchored = TRUE
state = 20//So it doesn't interact based on the above. Not really necessary.
/obj/structure/AIcore/deactivated/Destroy()
@@ -240,7 +240,7 @@ GLOBAL_LIST_BOILERPLATE(all_deactivated_AI_cores, /obj/structure/AIcore/deactiva
user.visible_message("<b>\The [user]</b> decides not to unbolt \the [src].")
return
user.visible_message("<b>\The [user]</b> finishes unfastening \the [src]!")
anchored = 0
anchored = FALSE
return
else
user.visible_message("<b>\The [user]</b> starts to bolt \the [src] to the plating...")
@@ -249,7 +249,7 @@ GLOBAL_LIST_BOILERPLATE(all_deactivated_AI_cores, /obj/structure/AIcore/deactiva
user.visible_message("<b>\The [user]</b> decides not to bolt \the [src].")
return
user.visible_message("<b>\The [user]</b> finishes fastening down \the [src]!")
anchored = 1
anchored = TRUE
return
else
return ..()

View File

@@ -8,8 +8,8 @@
icon_keyboard = "generic_key"
icon_screen = "comm_logs"
light_color = "#00b000"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/atmoscontrol
req_access = list(access_ce)
var/list/monitored_alarm_ids = null
@@ -24,7 +24,7 @@
icon_screen = "pcu_atmo"
icon_state = "pcu"
icon_keyboard = "pcu_key"
density = 0
density = FALSE
/obj/machinery/computer/atmoscontrol/attack_ai(var/mob/user as mob)
tgui_interact(user)

View File

@@ -1,8 +1,8 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/structure/computerframe
density = 1
anchored = 0
density = TRUE
anchored = FALSE
name = "computer frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "0"

View File

@@ -65,7 +65,7 @@
icon_screen = null
light_range_on = 0
network = list(NETWORK_THUNDER)
density = 0
density = FALSE
circuit = null
GLOBAL_LIST_EMPTY(entertainment_screens)

View File

@@ -2,8 +2,8 @@
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 300
active_power_usage = 300

View File

@@ -85,7 +85,7 @@
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
icon_keyboard = null
icon_screen = "pass"
density = 0
density = FALSE
circuit = /obj/item/weapon/circuitboard/guestpass
var/obj/item/weapon/card/id/giver

View File

@@ -501,7 +501,7 @@
icon_keyboard = "pcu_key"
light_color = "#00b000"
circuit = /obj/item/weapon/circuitboard/med_data/pcu
density = 0
density = FALSE
#undef FIELD
#undef MED_FIELD

View File

@@ -15,7 +15,7 @@
light_color = "#00b000"
req_one_access = list(access_heads)
circuit = /obj/item/weapon/circuitboard/skills/pcu
density = 0
density = FALSE
var/obj/item/weapon/card/id/scan = null
var/authenticated = null
var/rank = null

View File

@@ -5,8 +5,8 @@
name = "machine frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
use_power = USE_POWER_OFF
var/obj/item/weapon/circuitboard/circuit = null
var/list/components = null

View File

@@ -5,8 +5,8 @@
desc = "Used to cool people down for medical reasons. Totally."
icon = 'icons/obj/cryogenics.dmi' // map only
icon_state = "pod_preview"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
layer = UNDER_JUNK_LAYER
interact_offline = 1

View File

@@ -14,7 +14,7 @@
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - New Icon
icon_state = "cellconsole"
circuit = /obj/item/weapon/circuitboard/cryopodcontrol
density = 0
density = FALSE
interact_offline = 1
var/mode = null
@@ -183,7 +183,7 @@
desc = "A bewildering tangle of machinery and pipes."
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - New Icon
icon_state = "cryo_rear"
anchored = 1
anchored = TRUE
dir = WEST
//Cryopods themselves.
@@ -192,8 +192,8 @@
desc = "A man-sized pod for entering suspended animation."
icon = 'icons/obj/Cryogenic2_vr.dmi' //VOREStation Edit - New Icon
icon_state = "cryopod_0" //VOREStation Edit - New Icon
density = 1
anchored = 1
density = TRUE
anchored = TRUE
dir = WEST
var/base_icon_state = "cryopod_0" //VOREStation Edit - New Icon

View File

@@ -13,8 +13,8 @@ Deployable items
name = "deployable barrier"
desc = "A deployable barrier. Swipe your ID card to lock/unlock it."
icon = 'icons/obj/objects.dmi'
anchored = 0.0
density = 1.0
anchored = FALSE
density = TRUE
icon_state = "barrier0"
var/health = 100.0
var/maxhealth = 100.0

View File

@@ -5,7 +5,7 @@
icon_state = "cutout_basic"
maxhealth = 15 //Weaker than normal barricade
anchored = 0
anchored = FALSE
var/fake_name = "unknown"
var/fake_desc = "You have to be closer to examine this creature."
@@ -36,7 +36,7 @@
return
toppled = TRUE
icon_state = "cutout_pushed_over"
density = 0
density = FALSE
name = initial(name)
desc = initial(desc)
visible_message("<span class='warning'>[src] topples over!</span>")
@@ -46,7 +46,7 @@
return
toppled = FALSE
icon_state = initial(icon_state)
density = 1
density = TRUE
name = fake_name
desc = fake_desc
visible_message("<span class='warning'>[src] is uprighted to their proper position.</span>")

View File

@@ -13,7 +13,7 @@
2=Network Access
*/
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 4

View File

@@ -7,7 +7,7 @@
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 200
anchored = 1
anchored = TRUE
var/id_tag = null
var/chime_sound = 'sound/machines/doorbell.ogg'

View File

@@ -152,7 +152,7 @@
name = "airlock sensor"
desc = "Sends atmospheric readings to a nearby controller."
anchored = 1
anchored = TRUE
power_channel = ENVIRON
var/id_tag
@@ -237,7 +237,7 @@
layer = ABOVE_WINDOW_LAYER
name = "access button"
anchored = 1
anchored = TRUE
power_channel = ENVIRON
var/master_tag

View File

@@ -316,7 +316,7 @@
/obj/machinery/door/blast/regular/open
icon_state = "pdoor0"
density = 0
density = FALSE
opacity = 0
// SUBTYPE: Shutters
@@ -346,7 +346,7 @@
/obj/machinery/door/blast/gate/open
icon_state = "tshutter0"
density = 0
density = FALSE
/obj/machinery/door/blast/gate/thin
name = "thin gate"
@@ -360,7 +360,7 @@
/obj/machinery/door/blast/gate/thin/open
icon_state = "shutter2_1"
density = 0
density = FALSE
/obj/machinery/door/blast/gate/bars
name = "prison bars"
@@ -374,7 +374,7 @@
/obj/machinery/door/blast/gate/bars/open
icon_state = "bars_1"
density = 0
density = FALSE
// SUBTYPE: Multi-tile
// Pod doors ported from Paradise

View File

@@ -23,8 +23,8 @@
layer = ABOVE_WINDOW_LAYER
desc = "A remote control for a door."
req_access = list(access_brig)
anchored = 1.0 // can't pick it up
density = 0 // can walk through it.
anchored = TRUE // can't pick it up
density = FALSE // can walk through it.
var/id = null // id of door it controls.
var/activation_time = 0
var/timer_duration = 0

View File

@@ -6,9 +6,9 @@
desc = "It opens and closes."
icon = 'icons/obj/doors/Doorint.dmi'
icon_state = "door1"
anchored = 1
anchored = TRUE
opacity = 1
density = 1
density = TRUE
can_atmos_pass = ATMOS_PASS_PROC
layer = DOOR_OPEN_LAYER
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
@@ -76,7 +76,7 @@
return
/obj/machinery/door/Destroy()
density = 0
density = FALSE
update_nearby_tiles()
. = ..()

View File

@@ -15,7 +15,7 @@
icon_state = "door_open"
req_one_access = list(access_eva) //access_atmospherics, access_engine_equip)
opacity = 0
density = 0
density = FALSE
layer = DOOR_OPEN_LAYER - 0.01
open_layer = DOOR_OPEN_LAYER - 0.01 // Just below doors when open
closed_layer = DOOR_CLOSED_LAYER + 0.01 // Just above doors when closed

View File

@@ -3,9 +3,9 @@
desc = "It can save lives."
icon = 'icons/obj/doors/DoorHazard.dmi'
icon_state = "door_construction"
anchored = 0
anchored = FALSE
opacity = 0
density = 1
density = TRUE
var/wired = 0
var/glass = FALSE

View File

@@ -22,4 +22,4 @@
name = "door"
icon_state = "door1"
opacity = 1
density = 1
density = TRUE

View File

@@ -57,7 +57,7 @@
qdel(src)
/obj/machinery/door/window/Destroy()
density = 0
density = FALSE
update_nearby_tiles()
return ..()
@@ -117,7 +117,7 @@
sleep(10)
explosion_resistance = 0
density = 0
density = FALSE
update_icon()
update_nearby_tiles()

View File

@@ -1,9 +1,9 @@
var/list/doppler_arrays = list()
/obj/machinery/doppler_array
anchored = 1
anchored = TRUE
name = "tachyon-doppler array"
density = 1
density = TRUE
desc = "A highly precise directional sensor array which measures the release of quants from decaying tachyons. The doppler shifting of the mirror-image formed by these quants can reveal the size, location and temporal affects of energetic disturbances within a large radius ahead of the array."
dir = NORTH

View File

@@ -1,6 +1,6 @@
/obj/machinery/embedded_controller
name = "Embedded Controller"
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
var/datum/embedded_program/program //the currently executing program
@@ -67,8 +67,8 @@
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
power_channel = ENVIRON
density = 0
unacidable = 1
density = FALSE
unacidable = TRUE
var/id_tag
//var/radio_power_use = 50 //power used to xmit signals

View File

@@ -3,8 +3,8 @@
desc = "It's a stage!"
icon = 'icons/misc/event/stage.dmi'
icon_state = "stage1"
anchored = 1.0
density = 0
anchored = TRUE
density = FALSE
pixel_y = -224
pixel_x = -224
plane = -44

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Edit
icon_state = "exonet" //VOREStation Edit
idle_power_usage = 2500
density = 1
density = TRUE
var/on = 1
var/toggle = 1

View File

@@ -14,13 +14,13 @@ FIRE ALARM
var/time = 10.0
var/timing = 0.0
var/lockdownbyai = 0
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
var/last_process = 0
panel_open = 0
panel_open = FALSE
var/seclevel
circuit = /obj/item/weapon/circuitboard/firealarm
var/alarms_hidden = FALSE //If the alarms from this machine are visible on consoles
@@ -199,7 +199,7 @@ Just a object used in constructing fire alarms
var/time = 10.0
var/timing = 0.0
var/lockdownbyai = 0
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 6

View File

@@ -11,7 +11,7 @@
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 10 //How weakened targets are when flashed.
var/base_state = "mflash"
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
@@ -20,9 +20,9 @@
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1"
strength = 8
anchored = 0
anchored = FALSE
base_state = "pflash"
density = 1
density = TRUE
/obj/machinery/flasher/power_change()
..()

View File

@@ -3,7 +3,7 @@
desc = "Let there be light!"
icon = 'icons/obj/machines/floodlight.dmi'
icon_state = "flood00"
density = 1
density = TRUE
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_cone_y_offset = 8
var/on = 0

View File

@@ -6,7 +6,7 @@ var/list/floor_light_cache = list()
icon_state = "base"
desc = "A backlit floor panel."
layer = TURF_LAYER+0.001
anchored = 0
anchored = FALSE
use_power = USE_POWER_ACTIVE
idle_power_usage = 2
active_power_usage = 20
@@ -20,7 +20,7 @@ var/list/floor_light_cache = list()
var/default_light_colour = LIGHT_COLOR_INCANDESCENT_BULB
/obj/machinery/floor_light/prebuilt
anchored = 1
anchored = TRUE
/obj/machinery/floor_light/attackby(var/obj/item/W, var/mob/user)
if(W.is_screwdriver())

View File

@@ -2,7 +2,7 @@
name = "automatic floor layer"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
density = TRUE
var/turf/old_turf
var/on = 0
var/obj/item/stack/tile/T

View File

@@ -147,8 +147,8 @@ var/list/dispenser_presets = list()
desc = "An industrial U-Tak-It Dispenser unit designed to fetch all kinds of equipment."
icon = 'icons/obj/suitdispenser.dmi'
icon_state = "geardispenser"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
var/list/dispenses = list(/datum/gear_disp/trash) // put your gear datums here!
var/datum/gear_disp/one_setting
var/global/list/gear_distributed_to = list()

View File

@@ -189,7 +189,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/hologram
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Edit
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 5
active_power_usage = 100

View File

@@ -4,7 +4,7 @@ GLOBAL_LIST_EMPTY(holoposters)
desc = "A wall-mounted holographic projector displaying advertisements by all manner of factions. How much do they pay to advertise here?"
icon = 'icons/obj/holoposter_vr.dmi'
icon_state = "off"
anchored = 1
anchored = TRUE
use_power = 1
idle_power_usage = 80
power_channel = ENVIRON

View File

@@ -8,7 +8,7 @@
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 4
anchored = 1
anchored = TRUE
var/lit = 0
var/id = null
var/on_icon = "sign_on"

View File

@@ -5,7 +5,7 @@
icon_state = "igniter1"
var/id = null
var/on = 1.0
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 4
@@ -53,7 +53,7 @@
var/disable = 0
var/last_spark = 0
var/base_state = "migniter"
anchored = 1
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 4

View File

@@ -2,8 +2,8 @@
name = "\improper IV drip"
desc = "Helpful for giving someone blood! Or taking it away. It giveth, it taketh."
icon = 'icons/obj/iv_drip.dmi'
anchored = 0
density = 0
anchored = FALSE
density = FALSE
/obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null

View File

@@ -14,8 +14,8 @@
icon = 'icons/obj/jukebox.dmi'
icon_state = "jukebox2-nopower"
var/state_base = "jukebox2"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
power_channel = EQUIP
use_power = USE_POWER_IDLE
idle_power_usage = 10

View File

@@ -7,7 +7,7 @@
icon = 'icons/obj/power_vr.dmi' // VOREStation Edit
icon_state = "light1"
layer = ABOVE_WINDOW_LAYER
anchored = 1.0
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
power_channel = LIGHT

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