[MIRROR] Clears unused research var (#12685)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2026-04-14 22:07:55 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent 71699b747b
commit bb3778d69d
397 changed files with 31 additions and 1651 deletions
@@ -17,16 +17,14 @@
toggleable = 1
see_invisible = INVISIBILITY_SHADEKIN
/* //No hybridizing shadekinsight. Having it as an adminspawn is ok, but it should be specific
//No hybridizing shadekinsight. Having it as an adminspawn is ok, but it should be specific
/obj/item/clothing/glasses/meson/darksight
name = "optical meson scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
actions_types = list(/datum/action/item_action/toggle_goggles)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
toggleable = 1
vision_flags = SEE_TURFS
enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS)
see_invisible = INVISIBILITY_SHADEKIN
*/
@@ -62,7 +62,6 @@
/obj/item/cell/clockwork //using the stats of a precursor void cell until someone's motivated to port and make the suit use clockcult global power
name = "hierophant ansible"
desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held. Due to it's size and the apparent electrical arc, it might be useful as a battery?"
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
icon = 'modular_chomp/icons/obj/clockwork_objects.dmi'
icon_state = "hierophant_ansible"
maxcharge = 4800 //same stats as a void cell, but slower at recharging itself
@@ -86,19 +86,10 @@
w_class = ITEMSIZE_SMALL
var/static/list/possible_states = list("crystal", "generator","core", "hilt")
var/static/list/possible_tech = list(TECH_MATERIAL, TECH_ENGINEERING, TECH_PHORON, TECH_POWER, TECH_BIO, TECH_COMBAT, TECH_MAGNET, TECH_DATA)
/obj/item/prop/alien/prototype/Initialize(mapload)
. = ..()
icon_state = pick(possible_states)
var/list/techs = possible_tech.Copy()
origin_tech = list()
for(var/i = 1 to rand(1, 4))
var/new_tech = pick(techs)
techs -= new_tech
origin_tech[new_tech] = rand(3, 11)
origin_tech[TECH_PRECURSOR] = rand(0,3)
/* Yoinked for refrence
/obj/item/arrow/standard
@@ -15,9 +15,7 @@
item_state = "ppickaxe"
digspeed = 2
throwforce = 25.0
origin_tech = list(TECH_MATERIAL = 3)
desc = "This oddly lightweight pickaxe seems rather sturdy."
/obj/item/kinetic_crusher
requires_wield = FALSE
@@ -201,7 +201,6 @@
name = "cult blade"
desc = "An arcane weapon wielded by the followers of Nar-Sie."
icon_state = "cultblade"
origin_tech = list(TECH_COMBAT = 1, TECH_ARCANE = 2)
w_class = ITEMSIZE_LARGE
force = 40
throwforce = 20
@@ -99,7 +99,6 @@
icon = 'icons/obj/grenade.dmi'
icon_state = "delivery"
item_state = "flashbang"
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4)
var/banglet = 0
var/spawner_type = null // must be an object path
var/deliveryamt = 1 // amount of type to deliver
@@ -9,8 +9,6 @@
var/cooldownmin = 0
var/cooldownmax = 0
origin_tech = list(TECH_BIO = 5)
/obj/item/organ/internal/malignant/Initialize(mapload, var/internal, var/force_location = null, var/forcetag = null)
organ_tag = "[initial(organ_tag)]_[rand(1,9999)]"
if(forcetag)
@@ -608,8 +606,6 @@
var/chem_target = null
supply_conversion_value = 0
origin_tech = list(TECH_BIO = 3)
/obj/item/organ/internal/malignant/engineered/lattice/Initialize(mapload, var/internal, var/force_location = null, var/forcetag = null)
growth_trigger = rand(150,200)
return ..(mapload, internal, force_location, forcetag)
@@ -2,7 +2,6 @@
/obj/item/ammo_magazine/pistol
name = "pistol magazine"
icon_state = "m91"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 600)
caliber = "small"
@@ -42,7 +41,6 @@
name = "extended pistol magazine"
// cringe ammo ban lore begone
icon_state = "m93"
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
mag_type = MAGAZINE
matter = list(MAT_STEEL = 1000)
caliber = "small"
@@ -9,7 +9,6 @@
wielded_item_state = "clockrifle-wielded"
slot_flags = SLOT_BACK
item_icons = list(slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_guns_ch.dmi', slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_guns_ch.dmi', "slot_back" = 'modular_chomp/icons/mob/guns_back_ch.dmi')
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
projectile_type = /obj/item/projectile/bullet/rifle/clockwork
w_class = ITEMSIZE_HUGE
one_handed_penalty = 90
@@ -6,8 +6,6 @@
item_state = "cryogun"
wielded_item_state = "cryogun-wielded"
matter = list(MAT_DURASTEEL = 1000, MAT_MORPHIUM = 500)
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 80 //How much energy is needed to fire.
@@ -54,7 +54,6 @@
icon_state = "shotgun"
item_state = "shotgun"
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 160 //15 shots sort of
battery_lock = 1 //No changing
@@ -9,7 +9,6 @@
/obj/item/circuitboard/processor/monkey
name = T_BOARD("monkey processor")
build_path = /obj/machinery/processor/monkey
origin_tech = list(TECH_DATA = 2, TECH_BIO = 2)
/obj/machinery/processor/monkey/begin_processing()
if(processing)