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move all EOL comments on typepath names to dmdoc (#23928)
* move all EOL comments on typepath names to dmdoc * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
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@@ -27,10 +27,12 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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max_amount = 100
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var/picked_color = "random"
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/obj/item/stack/marker_beacon/ten //miners start with 10 of these
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/// miners start with 10 of these
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/obj/item/stack/marker_beacon/ten
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amount = 10
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/obj/item/stack/marker_beacon/thirty //and they're bought in stacks of 1, 10, or 30
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/// and they're bought in stacks of 1, 10, or 30
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/obj/item/stack/marker_beacon/thirty
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amount = 30
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/obj/item/stack/marker_beacon/Initialize(mapload)
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@@ -105,7 +105,8 @@
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origin_tech = "materials=6;powerstorage=4;engineering=4"
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toolspeed = 0.2
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/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
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/// This is the BORG version!
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/obj/item/pickaxe/drill/cyborg/diamond
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name = "diamond-tipped cyborg mining drill" //To inherit the NODROP flag, and easier to change borg specific drill mechanics.
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icon_state = "diamonddrill"
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toolspeed = 0.2
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@@ -168,7 +168,8 @@
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/obj/effect/portal/advanced/getaway
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one_use = TRUE
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/obj/effect/temp_visual/getaway_flare // Because the original contractor flare is not a temp visual, for some reason.
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/// Because the original contractor flare is not a temp visual, for some reason.
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/obj/effect/temp_visual/getaway_flare
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name = "contractor extraction flare"
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flare-contractor-on"
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@@ -75,7 +75,8 @@
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else
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..()
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/obj/structure/flora/ash/tall_shroom //exists only so that the spawning check doesn't allow these spawning near other things
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/// exists only so that the spawning check doesn't allow these spawning near other things
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/obj/structure/flora/ash/tall_shroom
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regrowth_time_low = 4200
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/obj/structure/flora/ash/leaf_shroom
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@@ -197,7 +198,8 @@
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pixel_x = rand(-4, 4)
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pixel_y = rand(-4, 4)
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/obj/item/food/snacks/grown/ash_flora/shavings //for actual crafting
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/// for actual crafting
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/obj/item/food/snacks/grown/ash_flora/shavings
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/obj/item/food/snacks/grown/ash_flora/mushroom_leaf
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name = "mushroom leaf"
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@@ -85,7 +85,8 @@
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new random_crystal(loc)
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return INITIALIZE_HINT_QDEL
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/obj/machinery/anomalous_crystal/theme_warp //Warps the area you're in to look like a new one
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/// Warps the area you're in to look like a new one
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/obj/machinery/anomalous_crystal/theme_warp
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activation_method = "touch"
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cooldown_add = 200
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var/terrain_theme = "winter"
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@@ -159,7 +160,8 @@
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continue
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affected_targets += A
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/obj/machinery/anomalous_crystal/emitter //Generates a projectile when interacted with
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/// Generates a projectile when interacted with
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/obj/machinery/anomalous_crystal/emitter
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activation_method = "touch"
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cooldown_add = 50
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var/generated_projectile = /obj/item/projectile/beam/emitter
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@@ -188,7 +190,8 @@
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P.xo = 0
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P.fire()
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/obj/machinery/anomalous_crystal/dark_reprise //Revives anyone nearby, but turns them into shadowpeople and renders them uncloneable, so the crystal is your only hope of getting up again if you go down.
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/// Revives anyone nearby, but turns them into shadowpeople and renders them uncloneable, so the crystal is your only hope of getting up again if you go down.
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/obj/machinery/anomalous_crystal/dark_reprise
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activation_method = "touch"
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activation_sound = 'sound/hallucinations/growl1.ogg'
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@@ -206,7 +209,8 @@
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ADD_TRAIT(H, TRAIT_BADDNA, MAGIC_TRAIT) //Free revives, but significantly limits your options for reviving except via the crystal
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H.grab_ghost(force = TRUE)
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/obj/machinery/anomalous_crystal/helpers //Lets ghost spawn as helpful creatures that can only heal people slightly. Incredibly fragile and they can't converse with humans
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/// Lets ghost spawn as helpful creatures that can only heal people slightly. Incredibly fragile and they can't converse with humans
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/obj/machinery/anomalous_crystal/helpers
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activation_method = "touch"
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var/ready_to_deploy = 0
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@@ -299,7 +303,8 @@
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/mob/living/simple_animal/hostile/lightgeist/ghost()
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qdel(src)
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/obj/machinery/anomalous_crystal/possessor //Allows you to bodyjack small animals, then exit them at your leisure, but you can only do this once per activation. Because they blow up. Also, if the bodyjacked animal dies, SO DO YOU.
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/// Allows you to bodyjack small animals, then exit them at your leisure, but you can only do this once per activation. Because they blow up. Also, if the bodyjacked animal dies, SO DO YOU.
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/obj/machinery/anomalous_crystal/possessor
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activation_method = "touch"
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/obj/machinery/anomalous_crystal/possessor/ActivationReaction(mob/user, method)
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