Code formatting, EOL at EOF fixes, refactoring

This commit is contained in:
Amunak
2014-12-18 03:11:49 +01:00
parent edffbc680d
commit 4882074739
137 changed files with 197 additions and 243 deletions

View File

@@ -1,6 +1,5 @@
//Vox pinning weapon.
/obj/item/weapon/gun/launcher/spikethrower
name = "Vox spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
@@ -65,7 +64,6 @@
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
/obj/item/weapon/gun/energy/noisecannon
name = "alien heavy cannon"
desc = "It's some kind of enormous alien weapon, as long as a man is tall."
@@ -119,4 +117,4 @@
/obj/item/projectile/energy/sonic/proc/split()
//TODO: create two more projectiles to either side of this one, fire at targets to the side of target turf.
return
return

View File

@@ -1,7 +1,7 @@
/obj/item/weapon/gun/energy
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun."
icon_state = "energy"
fire_sound = 'sound/weapons/Taser.ogg'
var/obj/item/weapon/cell/power_supply //What type of power cell this uses

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/laser
name = "laser carbine"
desc = "a basic weapon designed kill with concentrated energy bolts"
desc = "A basic weapon designed to kill with concentrated energy bolts."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
@@ -186,4 +186,4 @@ obj/item/weapon/gun/energy/laser/retro
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
return 1

View File

@@ -64,5 +64,4 @@
icon_state = "m1911-p"
cell_type = "/obj/item/weapon/cell/infinite"
isHandgun()
return 1
isHandgun()

View File

@@ -1,4 +1,3 @@
/obj/item/weapon/gun/energy/taser
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
@@ -10,12 +9,6 @@
cell_type = "/obj/item/weapon/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
@@ -107,5 +100,3 @@
force = 10
matter = list("metal" = 200000)
projectile_type = "/obj/item/projectile/energy/bolt/large"

View File

@@ -3,8 +3,8 @@
#define MAGAZINE 2
/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "revolver"
desc = "A classic revolver. Uses 357 ammo"
icon_state = "revolver"
caliber = "357"
origin_tech = "combat=2;materials=2"
@@ -118,4 +118,3 @@
if(istype(AC))
bullets += 1
return bullets

View File

@@ -143,4 +143,5 @@
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
rough and poor attempt at making that happen. -Ausops */
rough and poor attempt at making that happen. -Ausops */

View File

@@ -1,7 +1,6 @@
//AMMUNITION
/obj/item/weapon/arrow
name = "bolt"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/weapons.dmi'
@@ -28,7 +27,6 @@
item_state = "bolt"
/obj/item/weapon/arrow/quill
name = "vox quill"
desc = "A wickedly barbed quill from some bizarre animal."
icon = 'icons/obj/weapons.dmi'
@@ -37,7 +35,6 @@
throwforce = 5
/obj/item/weapon/arrow/rod
name = "metal rod"
desc = "Don't cry for me, Orithena."
icon_state = "metal-rod"
@@ -50,7 +47,6 @@
src.Del()
/obj/item/weapon/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2557AD twist on an old classic. Pick up that can."
icon_state = "crossbow"
@@ -173,7 +169,6 @@
..()
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
if(!user || !cell || !in_chamber) return
if(cell.charge < 500) return
if(in_chamber.throwforce >= 15) return
@@ -262,4 +257,4 @@
del(src)
return
else
..()
..()

View File

@@ -1,5 +1,4 @@
/obj/item/weapon/gun/launcher
name = "launcher"
desc = "A device that launches things."
icon = 'icons/obj/weapons.dmi'
@@ -87,4 +86,4 @@
return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
return
return

View File

@@ -149,4 +149,4 @@
desc = "a silencer"
icon = 'icons/obj/gun.dmi'
icon_state = "silencer"
w_class = 2
w_class = 2

View File

@@ -27,7 +27,6 @@
tank_container.tag = "gas_tank_holder"
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
set name = "Set Valve Pressure"
set category = "Object"
set src in range(0)
@@ -37,7 +36,6 @@
usr << "You dial the pressure valve to [pressure_setting]%."
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
set name = "Eject Tank"
set category = "Object"
set src in range(0)
@@ -79,7 +77,6 @@
user << "That won't fit into the hopper."
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
if(contents.len > 0)
var/obj/item/removing = contents[contents.len]
if(removing == in_chamber)
@@ -210,4 +207,4 @@
del(src)
return
else
..()
..()

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/detective
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
name = "revolver"
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
icon_state = "detective"
max_shells = 6
caliber = "38"
@@ -71,8 +71,8 @@
/obj/item/weapon/gun/projectile/detective/semiauto
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
name = "\improper Colt M1911"
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
icon_state = "colt"
max_shells = 7
caliber = ".45"
@@ -113,7 +113,6 @@
update_icon()
/obj/item/weapon/gun/projectile/russian/proc/Spin()
for(var/obj/item/ammo_casing/AC in loaded)
del(AC)
loaded = list()
@@ -126,7 +125,6 @@
/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
if(!A) return
var/num_loaded = 0
@@ -155,13 +153,11 @@
return
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
if(getAmmo() > 0)
Spin()
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
if(!loaded.len)
user.visible_message("\red *click*", "\red *click*")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
@@ -186,4 +182,3 @@
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
return
..()

View File

@@ -1,5 +1,4 @@
/obj/item/weapon/gun/rocketlauncher
var/projectile
name = "rocket launcher"
desc = "MAGGOT."
icon_state = "rocket"
@@ -11,7 +10,7 @@
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = 0
origin_tech = "combat=8;materials=5"
projectile = /obj/item/missile
var/projectile = /obj/item/missile
var/missile_speed = 2
var/missile_range = 30
var/max_rockets = 1
@@ -49,4 +48,4 @@
del(I)
return
else
usr << "\red [src] is empty."
usr << "\red [src] is empty."

View File

@@ -134,4 +134,4 @@
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"

View File

@@ -170,4 +170,4 @@ var/list/beam_master = list()
icon_state = "stun"
nodamage = 1
agony = 40
damage_type = HALLOSS
damage_type = HALLOSS

View File

@@ -85,4 +85,3 @@
del(M)
return new_mob

View File

@@ -65,4 +65,3 @@
damage = 20
damage_type = TOX
irradiate = 20

View File

@@ -25,4 +25,4 @@
throwdir = get_dir(src,target)
M.throw_at(get_edge_target_turf(M, throwdir),15,1)
return ..()
*/
*/