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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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@@ -63,16 +63,20 @@
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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/obj/item/mod/construction/plating/rescue //I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting
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/// I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting
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/obj/item/mod/construction/plating/rescue
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theme = /datum/mod_theme/rescue
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/obj/item/mod/construction/plating/safeguard //Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules.
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/// Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules.
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/obj/item/mod/construction/plating/safeguard
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theme = /datum/mod_theme/safeguard
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/obj/item/mod/construction/plating/advanced //This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot.
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/// This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot.
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/obj/item/mod/construction/plating/advanced
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theme = /datum/mod_theme/advanced
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/obj/item/mod/construction/plating/research //Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly.
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/// Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly.
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/obj/item/mod/construction/plating/research
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theme = /datum/mod_theme/research
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#define START_STEP "start"
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@@ -44,7 +44,8 @@
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/obj/item/mod/core/proc/update_charge_alert()
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mod.wearer.clear_alert("mod_charge")
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/obj/item/mod/core/infinite //Admin only.
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/// Admin only.
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/obj/item/mod/core/infinite
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name = "MOD infinite core"
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icon_state = "mod-core-infinite"
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desc = "A fusion core using the rare Infinium to sustain enough energy for the lifetime of the MOD's user. \
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@@ -101,7 +101,8 @@
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),
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)
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/datum/mod_theme/standard //We don't want the civilian skin to apply to all modsuits, that causes issues.
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/// We don't want the civilian skin to apply to all modsuits, that causes issues.
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/datum/mod_theme/standard
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name = "standard"
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@@ -1125,7 +1126,8 @@
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),
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)
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/obj/item/mod/armor/mod_theme_responsory //This has no slowdown active, and no variation between levels. I am ASSUMING this will be gamma only.
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/// This has no slowdown active, and no variation between levels. I am ASSUMING this will be gamma only.
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/obj/item/mod/armor/mod_theme_responsory
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armor = list(MELEE = 40, BULLET = 25, LASER = 25, ENERGY = 20, BOMB = 25, RAD = INFINITY, FIRE = 200, ACID = 200)
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/datum/mod_theme/apocryphal
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@@ -1335,5 +1337,6 @@
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),
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)
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/obj/item/mod/armor/mod_theme_administrative //considering this should not be used, it's getting just DS armor, not infinity in everything.
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/// considering this should not be used, it's getting just DS armor, not infinity in everything.
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/obj/item/mod/armor/mod_theme_administrative
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armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
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@@ -119,7 +119,8 @@
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/obj/item/mod/module/sphere_transform,
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)
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/obj/item/mod/control/pre_equipped/mining/vendor //visit robotics.
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/// visit robotics.
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/obj/item/mod/control/pre_equipped/mining/vendor
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theme = /datum/mod_theme/mining
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applied_core = /obj/item/mod/core/plasma
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applied_modules = list(
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@@ -130,7 +131,8 @@
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)
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/obj/item/mod/control/pre_equipped/mining/asteroid //The asteroid skin, as that one looks more space worthy / older. Good for space ruins.
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/// The asteroid skin, as that one looks more space worthy / older. Good for space ruins.
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/obj/item/mod/control/pre_equipped/mining/asteroid
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applied_skin = "asteroid"
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/obj/item/mod/control/pre_equipped/medical
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@@ -368,7 +370,8 @@
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insignia_type = /obj/item/mod/module/insignia/chaplain
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additional_module = /obj/item/mod/module/injector
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/obj/item/mod/control/pre_equipped/responsory/inquisitory //Diffrent look, as well as magic proof on TG. We don't have the magic proof stuff here, but it's perfect for inqusitors. Or if you want to give your ERT a fancy look.
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/// Diffrent look, as well as magic proof on TG. We don't have the magic proof stuff here, but it's perfect for inqusitors. Or if you want to give your ERT a fancy look.
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/obj/item/mod/control/pre_equipped/responsory/inquisitory
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applied_skin = "inquisitory"
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/obj/item/mod/control/pre_equipped/responsory/inquisitory/commander
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@@ -92,7 +92,8 @@
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M.Copy_Parent(thrower, 15 SECONDS)
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qdel(src)
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/mob/living/simple_animal/hostile/illusion/mirage //It's just standing there, menacingly
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/// It's just standing there, menacingly
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/mob/living/simple_animal/hostile/illusion/mirage
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AIStatus = AI_OFF
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density = FALSE
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