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
+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