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Autodocs robot_mob.dm. Removes an unused proc. (#25331)
* Autodoc. Removes unused proc. * removes a space * Update code/modules/mob/living/silicon/robot/robot_mob.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Update robot_mob.dm * Update robot_mob.dm --------- Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -11,7 +11,6 @@
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if(.)
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handle_robot_hud_updates()
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handle_robot_cell()
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process_locks()
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update_items()
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@@ -121,16 +120,6 @@
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if(module_state_3)
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module_state_3:screen_loc = ui_inv3
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/mob/living/silicon/robot/proc/process_locks()
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if(weapon_lock)
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uneq_all()
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weaponlock_time --
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if(weaponlock_time <= 0)
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if(src.client)
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to_chat(src, "<span class='warning'><B>Weapon Lock Timed Out!</span>")
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weapon_lock = FALSE
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weaponlock_time = 120
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//Robots on fire
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/mob/living/silicon/robot/handle_fire()
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. = ..()
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@@ -17,9 +17,9 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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var/sight_mode = 0
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var/custom_name = ""
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var/custom_sprite = FALSE //Due to all the sprites involved, a var for our custom borgs may be best
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var/custom_sprite = FALSE // Due to all the sprites involved, a var for our custom borgs may be best.
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//Hud stuff
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// HUD stuff.
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var/atom/movable/screen/hands = null
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var/atom/movable/screen/inv1 = null
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var/atom/movable/screen/inv2 = null
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@@ -27,10 +27,11 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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var/atom/movable/screen/lamp_button = null
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var/atom/movable/screen/thruster_button = null
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var/shown_robot_modules = FALSE //Used to determine whether they have the module menu shown or not
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/// Used to determine whether the robot has the module menu shown or not.
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var/shown_robot_modules = FALSE
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var/atom/movable/screen/robot_modules_background
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//3 Modules can be activated at any one time.
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// 3 Modules can be activated at any one time.
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var/obj/item/robot_module/module = null
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var/module_active = null
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var/module_state_1 = null
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@@ -42,81 +43,116 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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var/obj/item/stock_parts/cell/cell = null
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var/obj/machinery/camera/camera = null
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// Components are basically robot organs.
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/// Components are basically robot organs.
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var/list/components = list()
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var/obj/item/robot_parts/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
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/// Used for deconstruction to remember what the robot was constructed out of.
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var/obj/item/robot_parts/robot_suit/robot_suit = null
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/// Used for deconstruction to remember what the robot was constructed out of.
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var/obj/item/mmi/mmi = null
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var/obj/item/pda/silicon/robot/rbPDA = null
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var/datum/wires/robot/wires = null
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/// Is the robot's maintenance panel open?
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var/opened = FALSE
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/// Does the robot have a non-default sprite for an open service panel?
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var/custom_panel = null
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/// Robot skins with non-default sprites for an open service panel.
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var/list/custom_panel_names = list("Cricket")
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/// Robot skins with multiple variants for different modules. They require special handling to make their eyes display.
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var/list/custom_eye_names = list("Cricket", "Standard")
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var/emagged = 0
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/// Has the robot been emagged?
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var/emagged = FALSE
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/// Can the robot be emagged?
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var/is_emaggable = TRUE
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/// Is the robot protected from the visual portion of flashbangs and flashes(1)? Are they protected from laser pointer (2)?
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var/eye_protection = 0
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/// Is the robot protected from the audio component of flashbangs? Prevents inflicting confusion.
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var/ear_protection = FALSE
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/// All incoming damage has this number subtracted from it.
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var/damage_protection = 0
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/// Is the robot immune to EMPs?
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var/emp_protection = FALSE
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/// Value incoming brute damage to borgs is mutiplied by.
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/// Incoming brute damage is multiplied by this number.
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var/brute_mod = 1
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/// Value incoming burn damage to borgs is multiplied by.
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/// Incoming burn damage is multiplied by this number.
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var/burn_mod = 1
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var/list/force_modules
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/// Can a robot rename itself with the Namepick verb?
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var/allow_rename = TRUE
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/// Setting to TRUE unlocks a borg's Safety Override modules.
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var/weapons_unlock = FALSE
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var/static_radio_channels = FALSE
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var/wiresexposed = FALSE
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/// Is the robot's cover locked?
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var/locked = TRUE
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/// Determines the ID access needed to unlock the robot's cover.
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var/list/req_one_access = list(ACCESS_ROBOTICS)
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/// Used for robot access checks.
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var/list/req_access
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/// Used when generating the number in default robot names.
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var/ident = 0
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//var/list/laws = list()
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var/viewalerts = FALSE
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/// What specialisation the robot has.
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var/modtype = "Default"
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var/datum/effect_system/spark_spread/spark_system //So they can initialize sparks whenever/N
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var/low_power_mode = FALSE //whether the robot has no charge left.
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var/weapon_lock = FALSE
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var/weaponlock_time = 120
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var/lawupdate = TRUE //Cyborgs will sync their laws with their AI by default
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var/lockcharge //Used when locking down a borg to preserve cell charge
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var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
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var/scrambledcodes = FALSE // Used to determine if a borg shows up on the robotics console. Setting to TRUE hides them.
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var/can_lock_cover = FALSE //Used to set if a borg can re-lock its cover.
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/// Has the robot's power cell run out of charge?
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var/low_power_mode = FALSE
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/// Determines if the robot tries to sync its laws to a connected AI.
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var/lawupdate = TRUE
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/// Used when locking down a robot to preserve cell charge.
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var/lockcharge
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/// Speed modifier. Positive numbers reduce speed, negative numbers increase it.
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var/speed = 0
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/// If set to TRUE, a robot will not be visible on the robotics control console.
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var/scrambledcodes = FALSE
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/// If set to TRUE, a robot can re-lock its own cover.
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var/can_lock_cover = FALSE
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/// Determines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI.
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var/has_camera = TRUE
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var/pdahide = FALSE //Used to hide the borg from the messenger list
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var/tracking_entities = 0 //The number of known entities currently accessing the internal camera
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/// If set to TRUE, the robot will be hidden on the PDA messenger list.
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var/pdahide = FALSE
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/// The number of known entities currently accessing the internal camera.
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var/tracking_entities = 0
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/// Determines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside.
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var/braintype = "Cyborg"
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/// The default skin of some special robots.
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var/base_icon = ""
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/// If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
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var/modules_break = TRUE
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var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
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var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
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var/lamp_recharging = FALSE //Flag for if the lamp is on cooldown after being forcibly disabled.
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/// Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.
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var/lamp_max = 10
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/// Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2.
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var/lamp_intensity = 0
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/// Flag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon).
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var/lamp_recharging = FALSE
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/// When the camera moved signal was send last. Avoid overdoing it
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/// When the camera moved signal was sent last. Avoid overdoing it.
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var/last_camera_update
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hud_possible = list(SPECIALROLE_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD)
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var/default_cell_type = /obj/item/stock_parts/cell/high
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var/ionpulse = FALSE // Jetpack-like effect.
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var/ionpulse_on = FALSE // Jetpack-like effect.
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/// Does it clean the tile under it?
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/// Does the robot have ion thrusters installed?
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var/ionpulse = FALSE
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/// Are the robot's ion thrusters activated?
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var/ionpulse_on = FALSE
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/// Does the robot clean dirt under it when it moves onto a tile?
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var/floorbuffer = FALSE
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var/datum/action/item_action/toggle_research_scanner/scanner = null
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var/list/module_actions = list()
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var/has_advanced_reagent_vision = FALSE // Determines if the cyborg has advanced reagent vision.
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/// If set to TRUE, the robot can see the types and precice quantities of reagents in transparent containers, the % amount of different reagents in opaque containers, and can identify different blood types.
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var/has_advanced_reagent_vision = FALSE
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/// Integer used to determine self-mailing location, used only by drones and saboteur borgs.
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/// Integer used to determine self-mailing location, used only by drones and saboteur robots.
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var/mail_destination = 1
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var/datum/ui_module/robot_self_diagnosis/self_diagnosis
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var/datum/ui_module/destination_tagger/mail_setter
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