[MANUAL MIRROR] Port OD Pragma Lints (#17171) (#10255)

Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
This commit is contained in:
Selis
2025-03-01 22:14:20 +01:00
committed by GitHub
parent f05bc462ed
commit ed43b73661
118 changed files with 428 additions and 237 deletions

View File

@@ -123,15 +123,15 @@ Contains helper procs for airflow, handled in /connection_group.
var/blocked = run_armor_check(BP_HEAD,"melee")
var/soaked = get_armor_soak(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0)
blocked = run_armor_check(BP_TORSO,"melee")
soaked = get_armor_soak(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0)
blocked = run_armor_check(BP_GROIN,"melee")
soaked = get_armor_soak(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0)
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))

View File

@@ -436,10 +436,10 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0, "Fire")
apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0, "Fire")
apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0, "Fire")
apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0)
apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0)
apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0)
apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0)
apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0)
apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0)
apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0)