mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
This commit is contained in:
@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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@@ -6,10 +8,9 @@
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
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throwforce = 1
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w_class = 1.0
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var
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caliber = "" //Which kind of guns it can be loaded into
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projectile_type = ""//The bullet type to create when New() is called
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obj/item/projectile/BB = null //The loaded bullet
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var/caliber = "" //Which kind of guns it can be loaded into
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var/projectile_type = ""//The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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New()
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@@ -35,11 +36,10 @@
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w_class = 1.0
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throw_speed = 4
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throw_range = 10
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var
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list/stored_ammo = list()
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ammo_type = "/obj/item/ammo_casing"
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max_ammo = 7
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multiple_sprites = 0
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var/list/stored_ammo = list()
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var/ammo_type = "/obj/item/ammo_casing"
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var/max_ammo = 7
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var/multiple_sprites = 0
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New()
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@@ -1,15 +1,16 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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fire_sound = 'Taser.ogg'
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var
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obj/item/weapon/cell/power_supply //What type of power cell this uses
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charge_cost = 100 //How much energy is needed to fire.
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cell_type = "/obj/item/weapon/cell"
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projectile_type = "/obj/item/projectile/energy"
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modifystate
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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var/cell_type = "/obj/item/weapon/cell"
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var/projectile_type = "/obj/item/projectile/energy"
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var/modifystate
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emp_act(severity)
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power_supply.use(round(power_supply.maxcharge / severity))
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/energy/gun
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icon_state = "energystun100"
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item_state = "energystun100"
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@@ -10,8 +12,7 @@
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origin_tech = "combat=3;magnets=2"
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modifystate = "energystun"
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var
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mode = 0 //0 = stun, 1 = kill
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var/mode = 0 //0 = stun, 1 = kill
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attack_self(mob/living/user as mob)
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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@@ -8,12 +10,11 @@
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m_amt = 1000
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force = 10 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
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var
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ammo_type = "/obj/item/ammo_casing/a357"
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list/loaded = list()
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max_shells = 7
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load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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obj/item/ammo_magazine/empty_mag = null
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var/ammo_type = "/obj/item/ammo_casing/a357"
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var/list/loaded = list()
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var/max_shells = 7
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var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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var/obj/item/ammo_magazine/empty_mag = null
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New()
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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@@ -10,10 +12,9 @@
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caliber = "shotgun"
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origin_tech = "combat=4;materials=2"
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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var
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recentpump = 0 // to prevent spammage
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pumped = 0
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obj/item/ammo_casing/current_shell = null
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var/recentpump = 0 // to prevent spammage
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var/pumped = 0
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var/obj/item/ammo_casing/current_shell = null
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load_into_chamber()
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@@ -128,4 +129,4 @@
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flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/*
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#define BRUTE "brute"
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#define BURN "burn"
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@@ -19,33 +21,32 @@
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var
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bumped = 0 //Prevents it from hitting more than one guy at once
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def_zone = "" //Aiming at
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mob/firer = null//Who shot it
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silenced = 0 //Attack message
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yo = null
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xo = null
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current = null
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turf/original = null // the original turf clicked
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turf/starting = null // the projectile's starting turf
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/turf/original = null // the original turf clicked
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var/turf/starting = null // the projectile's starting turf
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p_x = 16
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p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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damage = 10
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damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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nodamage = 0 //Determines if the projectile will skip any damage inflictions
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flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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projectile_type = "/obj/item/projectile"
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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//Effects
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stun = 0
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weaken = 0
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paralyze = 0
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irradiate = 0
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stutter = 0
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eyeblur = 0
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drowsy = 0
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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proc/on_hit(var/atom/target, var/blocked = 0)
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@@ -154,9 +155,8 @@
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invisibility = 101 //Nope! Can't see me!
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yo = null
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xo = null
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var
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target = null
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result = 0 //To pass the message back to the gun.
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var/target = null
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var/result = 0 //To pass the message back to the gun.
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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