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

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@@ -5,9 +5,9 @@
*/
/obj/item/device/debugger
icon = 'icons/obj/hacktool.dmi'
name = "debugger"
desc = "Used to debug electronic equipment."
icon = 'icons/obj/hacktool.dmi'
icon_state = "hacktool-g"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0

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@@ -1,8 +1,8 @@
// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
desc = "A nulling power sink which drains energy from electrical systems."
icon_state = "powersink0"
item_state = "electronic"
w_class = 4.0

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@@ -1,6 +1,6 @@
/obj/item/device/taperecorder
desc = "A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback."
name = "universal recorder"
desc = "A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback."
icon_state = "taperecorderidle"
item_state = "analyzer"
w_class = 2.0

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@@ -29,7 +29,6 @@ effective or pretty fucking useless.
var/times_used = 0 //Number of times it's been used.
var/max_uses = 2
/obj/item/device/batterer/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user) return
if(times_used >= max_uses)
@@ -55,7 +54,3 @@ effective or pretty fucking useless.
times_used += 1
if(times_used >= max_uses)
icon_state = "battererburnt"

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@@ -1,8 +1,8 @@
/obj/item/device/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
desc = "Regulates the transfer of air between two tanks"
icon = 'icons/obj/assemblies.dmi'
icon_state = "valve_1"
var/obj/item/weapon/tank/tank_one
var/obj/item/weapon/tank/tank_two
var/obj/item/device/attached_device

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@@ -113,7 +113,7 @@
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "Gravitational Singularity"
name = "gravitational singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
@@ -420,7 +420,7 @@
* Water flower
*/
/obj/item/toy/waterflower
name = "Water Flower"
name = "water flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/harvest.dmi'
icon_state = "sunflower"

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@@ -2,56 +2,71 @@
//TODO: Make this an item var or something...
//Added by Jack Rost
/obj/item/trash
icon = 'icons/obj/trash.dmi'
obj/item/trash
icon = 'iconsobj/trash.dmi'
w_class = 2.0
desc = "This is rubbish."
raisins
name = "4no raisins"
obj/item/trash/raisins
name = "\improper 4no raisins"
icon_state= "4no_raisins"
candy
name = "Candy"
obj/item/trash/candy
name = "candy"
icon_state= "candy"
cheesie
name = "Cheesie honkers"
obj/item/trash/cheesie
name = "\improper Cheesie Honkers"
icon_state = "cheesie_honkers"
chips
name = "Chips"
obj/item/trash/chips
name = "chips"
icon_state = "chips"
popcorn
name = "Popcorn"
obj/item/trash/popcorn
name = "popcorn"
icon_state = "popcorn"
sosjerky
obj/item/trash/sosjerky
name = "Scaredy's Private Reserve Beef Jerky"
icon_state = "sosjerky"
syndi_cakes
name = "Syndi cakes"
obj/item/trash/syndi_cakes
name = "syndi cakes"
icon_state = "syndi_cakes"
waffles
name = "Waffles"
obj/item/trash/waffles
name = "waffles"
icon_state = "waffles"
plate
name = "Plate"
obj/item/trash/plate
name = "plate"
icon_state = "plate"
snack_bowl
name = "Snack bowl"
obj/item/trash/snack_bowl
name = "snack bowl"
icon_state = "snack_bowl"
pistachios
name = "Pistachios pack"
obj/item/trash/pistachios
name = "pistachios pack"
icon_state = "pistachios_pack"
semki
name = "Semki pack"
obj/item/trash/semki
name = "semki pack"
icon_state = "semki_pack"
tray
name = "Tray"
obj/item/trash/tray
name = "tray"
icon_state = "tray"
candle
obj/item/trash/candle
name = "candle"
icon = 'icons/obj/candle.dmi'
icon = 'iconsobj/candle.dmi'
icon_state = "candle4"
liquidfood
obj/item/trash/liquidfood
name = "\improper \"LiquidFood\" ration"
icon_state = "liquidfood"
/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
return

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@@ -1,6 +1,6 @@
//Contains the rapid construction device.
/obj/item/weapon/rcd
name = "rapid-construction-device (RCD)"
name = "rapid construction device (RCD)"
desc = "A device used to rapidly build walls and floors."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"

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@@ -9,4 +9,3 @@
if(empulse(src, 4, 10))
del(src)
return

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@@ -67,5 +67,3 @@ mechanisms<BR>
life can drive down to only 1 use.<HR>
No Implant Specifics"}
return dat

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@@ -134,4 +134,3 @@
return
else
return ..()

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@@ -172,5 +172,3 @@ Frequency:
P.creator = src
src.add_fingerprint(user)
return

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@@ -394,20 +394,20 @@
/obj/item/weapon/weldingtool/largetank
name = "Industrial Welding Tool"
name = "industrial welding tool"
max_fuel = 40
matter = list("metal" = 70, "glass" = 60)
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "Upgraded Welding Tool"
name = "upgraded welding tool"
max_fuel = 80
w_class = 3.0
matter = list("metal" = 70, "glass" = 120)
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "Experimental Welding Tool"
name = "experimental welding tool"
max_fuel = 40
w_class = 3.0
matter = list("metal" = 70, "glass" = 120)

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@@ -198,4 +198,3 @@
/obj/item/weapon/twohanded/spear/update_icon()
icon_state = "spearglass[wielded]"
return

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@@ -16,5 +16,3 @@
else
user << "\blue You are not using this to lay wire..."
return

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@@ -93,8 +93,6 @@ LINEN BINS
item_color = "brown"
/obj/structure/bedsheetbin
name = "linen bin"
desc = "A linen bin. It looks rather cosy."

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@@ -134,4 +134,3 @@
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)

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@@ -1,4 +1,3 @@
/obj/structure/closet/malf/suits
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"

View File

@@ -91,11 +91,3 @@
for(var/i = 0, i < 6, i++)
new /obj/item/weapon/spacecash/c200(src)
return

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@@ -1,6 +1,6 @@
/obj/structure/closet/secure_closet/personal
desc = "It's a secure locker for personnel. The first card swiped gains control."
name = "personal closet"
desc = "It's a secure locker for personnel. The first card swiped gains control."
req_access = list(access_all_personal_lockers)
var/registered_name = null

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@@ -1,6 +1,6 @@
/obj/structure/curtain
icon = 'icons/obj/curtain.dmi'
name = "curtain"
icon = 'icons/obj/curtain.dmi'
icon_state = "closed"
layer = MOB_LAYER + 0.1
opacity = 1

View File

@@ -92,5 +92,3 @@
src.health -= 2
healthcheck()
return

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@@ -1,7 +1,6 @@
obj/structure/door_assembly
icon = 'icons/obj/doors/door_assembly.dmi'
name = "airlock assembly"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_as_0"
anchored = 0
density = 1
@@ -17,91 +16,91 @@ obj/structure/door_assembly
New()
update_state()
door_assembly_com
obj/structure/door_assembly/door_assembly_com
base_icon_state = "com"
base_name = "Command Airlock"
glass_type = "/glass_command"
airlock_type = "/command"
door_assembly_sec
obj/structure/door_assembly/door_assembly_sec
base_icon_state = "sec"
base_name = "Security Airlock"
glass_type = "/glass_security"
airlock_type = "/security"
door_assembly_eng
obj/structure/door_assembly/door_assembly_eng
base_icon_state = "eng"
base_name = "Engineering Airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
door_assembly_min
obj/structure/door_assembly/door_assembly_min
base_icon_state = "min"
base_name = "Mining Airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
door_assembly_atmo
obj/structure/door_assembly/door_assembly_atmo
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
door_assembly_research
obj/structure/door_assembly/door_assembly_research
base_icon_state = "res"
base_name = "Research Airlock"
glass_type = "/glass_research"
airlock_type = "/research"
door_assembly_science
obj/structure/door_assembly/door_assembly_science
base_icon_state = "sci"
base_name = "Science Airlock"
glass_type = "/glass_science"
airlock_type = "/science"
door_assembly_med
obj/structure/door_assembly/door_assembly_med
base_icon_state = "med"
base_name = "Medical Airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
door_assembly_mai
obj/structure/door_assembly/door_assembly_mai
base_icon_state = "mai"
base_name = "Maintenance Airlock"
airlock_type = "/maintenance"
glass = -1
door_assembly_ext
obj/structure/door_assembly/door_assembly_ext
base_icon_state = "ext"
base_name = "External Airlock"
airlock_type = "/external"
glass = -1
door_assembly_fre
obj/structure/door_assembly/door_assembly_fre
base_icon_state = "fre"
base_name = "Freezer Airlock"
airlock_type = "/freezer"
glass = -1
door_assembly_hatch
obj/structure/door_assembly/door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
airlock_type = "/hatch"
glass = -1
door_assembly_mhatch
obj/structure/door_assembly/door_assembly_mhatch
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
airlock_type = "/maintenance_hatch"
glass = -1
door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
base_icon_state = "highsec"
base_name = "High Security Airlock"
airlock_type = "/highsecurity"
glass = -1
multi_tile
obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
var/width = 1

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@@ -331,4 +331,3 @@
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
//------------wtf?------------end

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@@ -1,6 +1,6 @@
/obj/structure/grille
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
name = "grille"
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
density = 1

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@@ -1,6 +1,6 @@
/obj/structure/lattice
desc = "A lightweight support lattice."
name = "lattice"
desc = "A lightweight support lattice."
icon = 'icons/obj/structures.dmi'
icon_state = "latticefull"
density = 0

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@@ -284,4 +284,3 @@
CheckHardness()
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
..()

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@@ -388,4 +388,3 @@
else
usr << "\red Access denied."
return

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@@ -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."

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@@ -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

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@@ -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'

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

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@@ -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"

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@@ -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

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@@ -144,3 +144,4 @@
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 */

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@@ -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

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@@ -1,5 +1,4 @@
/obj/item/weapon/gun/launcher
name = "launcher"
desc = "A device that launches things."
icon = 'icons/obj/weapons.dmi'

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@@ -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)

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@@ -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
..()

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@@ -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

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

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