Refactor a few small things to make my research level parser work and make the code less odd

This commit is contained in:
joep van der velden
2018-12-30 15:18:00 +01:00
parent 12c7c0c959
commit 1b5322c32e
11 changed files with 42 additions and 47 deletions
+6 -6
View File
@@ -1290,12 +1290,12 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/datum/supply_packs/misc/lasertag
name = "Laser Tag Crate"
contains = list(/obj/item/gun/energy/laser/redtag,
/obj/item/gun/energy/laser/redtag,
/obj/item/gun/energy/laser/redtag,
/obj/item/gun/energy/laser/bluetag,
/obj/item/gun/energy/laser/bluetag,
/obj/item/gun/energy/laser/bluetag,
contains = list(/obj/item/gun/energy/laser/tag/red,
/obj/item/gun/energy/laser/tag/red,
/obj/item/gun/energy/laser/tag/red,
/obj/item/gun/energy/laser/tag/blue,
/obj/item/gun/energy/laser/tag/blue,
/obj/item/gun/energy/laser/tag/blue,
/obj/item/clothing/suit/redtag,
/obj/item/clothing/suit/redtag,
/obj/item/clothing/suit/redtag,
+10 -10
View File
@@ -5,13 +5,13 @@
/obj/machinery/porta_turret/tag
// Reasonable defaults, in case someone manually spawns us
var/lasercolor = "r" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
installation = /obj/item/gun/energy/laser/redtag
installation = /obj/item/gun/energy/laser/tag/red
/obj/machinery/porta_turret/tag/red
/obj/machinery/porta_turret/tag/blue
lasercolor = "b"
installation = /obj/item/gun/energy/laser/bluetag
installation = /obj/item/gun/energy/laser/tag/blue
/obj/machinery/porta_turret/tag/New()
..()
@@ -19,8 +19,8 @@
/obj/machinery/porta_turret/tag/weapon_setup(var/obj/item/gun/energy/E)
switch(E.type)
if(/obj/item/gun/energy/laser/bluetag)
eprojectile = /obj/item/gun/energy/laser/bluetag
if(/obj/item/gun/energy/laser/tag/blue)
eprojectile = /obj/item/gun/energy/laser/tag/blue
lasercolor = "b"
req_access = list(access_maint_tunnels, access_theatre)
check_arrest = 0
@@ -30,8 +30,8 @@
check_anomalies = 0
shot_delay = 30
if(/obj/item/gun/energy/laser/redtag)
eprojectile = /obj/item/gun/energy/laser/redtag
if(/obj/item/gun/energy/laser/tag/red)
eprojectile = /obj/item/gun/energy/laser/tag/red
lasercolor = "r"
req_access = list(access_maint_tunnels, access_theatre)
check_arrest = 0
@@ -81,13 +81,13 @@
..()
if(lasercolor == "b" && disabled == 0)
if(istype(Proj, /obj/item/gun/energy/laser/redtag))
if(istype(Proj, /obj/item/gun/energy/laser/tag/red))
disabled = 1
qdel(Proj) // qdel
sleep(100)
disabled = 0
if(lasercolor == "r" && disabled == 0)
if(istype(Proj, /obj/item/gun/energy/laser/bluetag))
if(istype(Proj, /obj/item/gun/energy/laser/tag/blue))
disabled = 1
qdel(Proj) // qdel
sleep(100)
@@ -105,10 +105,10 @@
switch(lasercolor)
if("b")
target_suit = /obj/item/clothing/suit/redtag
target_weapon = /obj/item/gun/energy/laser/redtag
target_weapon = /obj/item/gun/energy/laser/tag/red
if("r")
target_suit = /obj/item/clothing/suit/bluetag
target_weapon = /obj/item/gun/energy/laser/bluetag
target_weapon = /obj/item/gun/energy/laser/tag/blue
if(target_suit)//Lasertag turrets target the opposing team, how great is that? -Sieve
+1 -1
View File
@@ -857,7 +857,7 @@ var/list/turret_icons
gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge
to_chat(user, "<span class='notice'>You add [I] to the turret.</span>")
if(istype(installation, /obj/item/gun/energy/laser/bluetag) || istype(installation, /obj/item/gun/energy/laser/redtag))
if(istype(installation, /obj/item/gun/energy/laser/tag/blue) || istype(installation, /obj/item/gun/energy/laser/tag/red))
target_type = /obj/machinery/porta_turret/tag
else
target_type = /obj/machinery/porta_turret
@@ -1,5 +1,5 @@
/obj/item/encryptionkey/
/obj/item/encryptionkey
name = "Standard Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
icon = 'icons/obj/radio.dmi'
@@ -49,9 +49,9 @@
/obj/structure/closet/lasertag/red/New()
..()
new /obj/item/gun/energy/laser/redtag(src)
new /obj/item/gun/energy/laser/redtag(src)
new /obj/item/gun/energy/laser/redtag(src)
new /obj/item/gun/energy/laser/tag/red(src)
new /obj/item/gun/energy/laser/tag/red(src)
new /obj/item/gun/energy/laser/tag/red(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/suit/redtag(src)
new /obj/item/clothing/suit/redtag(src)
@@ -65,9 +65,9 @@
/obj/structure/closet/lasertag/blue/New()
..()
new /obj/item/gun/energy/laser/bluetag(src)
new /obj/item/gun/energy/laser/bluetag(src)
new /obj/item/gun/energy/laser/bluetag(src)
new /obj/item/gun/energy/laser/tag/blue(src)
new /obj/item/gun/energy/laser/tag/blue(src)
new /obj/item/gun/energy/laser/tag/blue(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
new /obj/item/clothing/suit/bluetag(src)
+2 -2
View File
@@ -16,7 +16,7 @@
item_state = "bluetag"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/gun/energy/laser/bluetag)
allowed = list (/obj/item/gun/energy/laser/tag/blue)
burn_state = FIRE_PROOF
species_fit = list("Vox")
sprite_sheets = list(
@@ -30,7 +30,7 @@
item_state = "redtag"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/gun/energy/laser/redtag)
allowed = list (/obj/item/gun/energy/laser/tag/red)
burn_state = FIRE_PROOF
species_fit = list("Vox")
sprite_sheets = list(
@@ -171,11 +171,11 @@
//Lasertag bullshit
if(lasercolor)
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
threatcount += 4
if(lasercolor == "r")
if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
threatcount += 4
return threatcount
@@ -1567,17 +1567,17 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if(istype(wear_suit, /obj/item/clothing/suit/redtag))
threatcount += 4
if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
threatcount += 4
if(istype(belt, /obj/item/gun/energy/laser/redtag))
if(istype(belt, /obj/item/gun/energy/laser/tag/red))
threatcount += 2
if(lasercolor == "r")
if(istype(wear_suit, /obj/item/clothing/suit/bluetag))
threatcount += 4
if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
threatcount += 4
if(istype(belt, /obj/item/gun/energy/laser/bluetag))
if(istype(belt, /obj/item/gun/energy/laser/tag/blue))
threatcount += 2
return threatcount
@@ -153,11 +153,11 @@
var/newname = ""
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/gun/energy/laser/bluetag))
if(!istype(W, /obj/item/gun/energy/laser/tag/blue))
return
newname = "bluetag ED-209 assembly"
if("r")
if(!istype(W, /obj/item/gun/energy/laser/redtag))
if(!istype(W, /obj/item/gun/energy/laser/tag/red))
return
newname = "redtag ED-209 assembly"
if("")
@@ -387,11 +387,11 @@
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "b")
var/obj/item/gun/energy/laser/bluetag/G = new /obj/item/gun/energy/laser/bluetag(Tsec)
var/obj/item/gun/energy/laser/tag/blue/G = new /obj/item/gun/energy/laser/tag/blue(Tsec)
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "r")
var/obj/item/gun/energy/laser/redtag/G = new /obj/item/gun/energy/laser/redtag(Tsec)
var/obj/item/gun/energy/laser/tag/red/G = new /obj/item/gun/energy/laser/tag/red(Tsec)
G.power_supply.charge = 0
G.update_icon()
+6 -11
View File
@@ -140,24 +140,19 @@
////////Laser Tag////////////////////
/obj/item/gun/energy/laser/bluetag
/obj/item/gun/energy/laser/tag
name = "laser tag gun"
icon_state = "bluetag"
desc = "Standard issue weapon of the Imperial Guard"
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
origin_tech = "combat=2;magnets=2"
clumsy_check = 0
needs_permit = 0
ammo_x_offset = 2
selfcharge = 1
/obj/item/gun/energy/laser/redtag
name = "laser tag gun"
/obj/item/gun/energy/laser/tag/blue
icon_state = "bluetag"
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
/obj/item/gun/energy/laser/tag/red
icon_state = "redtag"
desc = "Standard issue weapon of the Imperial Guard"
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
origin_tech = "combat=2;magnets=2"
clumsy_check = 0
needs_permit = 0
ammo_x_offset = 2
selfcharge = 1