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>
This commit is contained in:
CRUNCH
2024-05-02 18:38:45 +01:00
committed by GitHub
parent 02a09a7c7f
commit 073ad533fa
2 changed files with 64 additions and 39 deletions
@@ -11,7 +11,6 @@
if(.)
handle_robot_hud_updates()
handle_robot_cell()
process_locks()
update_items()
@@ -121,16 +120,6 @@
if(module_state_3)
module_state_3:screen_loc = ui_inv3
/mob/living/silicon/robot/proc/process_locks()
if(weapon_lock)
uneq_all()
weaponlock_time --
if(weaponlock_time <= 0)
if(src.client)
to_chat(src, "<span class='warning'><B>Weapon Lock Timed Out!</span>")
weapon_lock = FALSE
weaponlock_time = 120
//Robots on fire
/mob/living/silicon/robot/handle_fire()
. = ..()
@@ -17,9 +17,9 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
var/sight_mode = 0
var/custom_name = ""
var/custom_sprite = FALSE //Due to all the sprites involved, a var for our custom borgs may be best
var/custom_sprite = FALSE // Due to all the sprites involved, a var for our custom borgs may be best.
//Hud stuff
// HUD stuff.
var/atom/movable/screen/hands = null
var/atom/movable/screen/inv1 = null
var/atom/movable/screen/inv2 = null
@@ -27,10 +27,11 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
var/atom/movable/screen/lamp_button = null
var/atom/movable/screen/thruster_button = null
var/shown_robot_modules = FALSE //Used to determine whether they have the module menu shown or not
/// Used to determine whether the robot has the module menu shown or not.
var/shown_robot_modules = FALSE
var/atom/movable/screen/robot_modules_background
//3 Modules can be activated at any one time.
// 3 Modules can be activated at any one time.
var/obj/item/robot_module/module = null
var/module_active = null
var/module_state_1 = null
@@ -42,81 +43,116 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
var/obj/item/stock_parts/cell/cell = null
var/obj/machinery/camera/camera = null
// Components are basically robot organs.
/// Components are basically robot organs.
var/list/components = list()
var/obj/item/robot_parts/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
/// Used for deconstruction to remember what the robot was constructed out of.
var/obj/item/robot_parts/robot_suit/robot_suit = null
/// Used for deconstruction to remember what the robot was constructed out of.
var/obj/item/mmi/mmi = null
var/obj/item/pda/silicon/robot/rbPDA = null
var/datum/wires/robot/wires = null
/// Is the robot's maintenance panel open?
var/opened = FALSE
/// Does the robot have a non-default sprite for an open service panel?
var/custom_panel = null
/// Robot skins with non-default sprites for an open service panel.
var/list/custom_panel_names = list("Cricket")
/// Robot skins with multiple variants for different modules. They require special handling to make their eyes display.
var/list/custom_eye_names = list("Cricket", "Standard")
var/emagged = 0
/// Has the robot been emagged?
var/emagged = FALSE
/// Can the robot be emagged?
var/is_emaggable = TRUE
/// Is the robot protected from the visual portion of flashbangs and flashes(1)? Are they protected from laser pointer (2)?
var/eye_protection = 0
/// Is the robot protected from the audio component of flashbangs? Prevents inflicting confusion.
var/ear_protection = FALSE
/// All incoming damage has this number subtracted from it.
var/damage_protection = 0
/// Is the robot immune to EMPs?
var/emp_protection = FALSE
/// Value incoming brute damage to borgs is mutiplied by.
/// Incoming brute damage is multiplied by this number.
var/brute_mod = 1
/// Value incoming burn damage to borgs is multiplied by.
/// Incoming burn damage is multiplied by this number.
var/burn_mod = 1
var/list/force_modules
/// Can a robot rename itself with the Namepick verb?
var/allow_rename = TRUE
/// Setting to TRUE unlocks a borg's Safety Override modules.
var/weapons_unlock = FALSE
var/static_radio_channels = FALSE
var/wiresexposed = FALSE
/// Is the robot's cover locked?
var/locked = TRUE
/// Determines the ID access needed to unlock the robot's cover.
var/list/req_one_access = list(ACCESS_ROBOTICS)
/// Used for robot access checks.
var/list/req_access
/// Used when generating the number in default robot names.
var/ident = 0
//var/list/laws = list()
var/viewalerts = FALSE
/// What specialisation the robot has.
var/modtype = "Default"
var/datum/effect_system/spark_spread/spark_system //So they can initialize sparks whenever/N
var/low_power_mode = FALSE //whether the robot has no charge left.
var/weapon_lock = FALSE
var/weaponlock_time = 120
var/lawupdate = TRUE //Cyborgs will sync their laws with their AI by default
var/lockcharge //Used when locking down a borg to preserve cell charge
var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
var/scrambledcodes = FALSE // Used to determine if a borg shows up on the robotics console. Setting to TRUE hides them.
var/can_lock_cover = FALSE //Used to set if a borg can re-lock its cover.
/// Has the robot's power cell run out of charge?
var/low_power_mode = FALSE
/// Determines if the robot tries to sync its laws to a connected AI.
var/lawupdate = TRUE
/// Used when locking down a robot to preserve cell charge.
var/lockcharge
/// Speed modifier. Positive numbers reduce speed, negative numbers increase it.
var/speed = 0
/// If set to TRUE, a robot will not be visible on the robotics control console.
var/scrambledcodes = FALSE
/// If set to TRUE, a robot can re-lock its own cover.
var/can_lock_cover = FALSE
/// Determines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI.
var/has_camera = TRUE
var/pdahide = FALSE //Used to hide the borg from the messenger list
var/tracking_entities = 0 //The number of known entities currently accessing the internal camera
/// If set to TRUE, the robot will be hidden on the PDA messenger list.
var/pdahide = FALSE
/// The number of known entities currently accessing the internal camera.
var/tracking_entities = 0
/// Determines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside.
var/braintype = "Cyborg"
/// The default skin of some special robots.
var/base_icon = ""
/// If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
var/modules_break = TRUE
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
var/lamp_recharging = FALSE //Flag for if the lamp is on cooldown after being forcibly disabled.
/// Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.
var/lamp_max = 10
/// Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2.
var/lamp_intensity = 0
/// Flag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon).
var/lamp_recharging = FALSE
/// When the camera moved signal was send last. Avoid overdoing it
/// When the camera moved signal was sent last. Avoid overdoing it.
var/last_camera_update
hud_possible = list(SPECIALROLE_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD)
var/default_cell_type = /obj/item/stock_parts/cell/high
var/ionpulse = FALSE // Jetpack-like effect.
var/ionpulse_on = FALSE // Jetpack-like effect.
/// Does it clean the tile under it?
/// Does the robot have ion thrusters installed?
var/ionpulse = FALSE
/// Are the robot's ion thrusters activated?
var/ionpulse_on = FALSE
/// Does the robot clean dirt under it when it moves onto a tile?
var/floorbuffer = FALSE
var/datum/action/item_action/toggle_research_scanner/scanner = null
var/list/module_actions = list()
var/has_advanced_reagent_vision = FALSE // Determines if the cyborg has advanced reagent vision.
/// 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.
var/has_advanced_reagent_vision = FALSE
/// Integer used to determine self-mailing location, used only by drones and saboteur borgs.
/// Integer used to determine self-mailing location, used only by drones and saboteur robots.
var/mail_destination = 1
var/datum/ui_module/robot_self_diagnosis/self_diagnosis
var/datum/ui_module/destination_tagger/mail_setter