Deleting Unused Variables (Code Readability) (#18317)

* deleted

* was supposed to delete this before first commit
This commit is contained in:
KalevTait
2022-07-10 12:47:51 +01:00
committed by GitHub
parent 258cac66c0
commit 38679890ca
36 changed files with 20 additions and 64 deletions
-2
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@@ -38,8 +38,6 @@
//Detective Work, used for allowing a given atom to leave its fibers on stuff. Allowed by default
var/can_leave_fibers = TRUE
var/allow_spin = TRUE //Set this to 1 for a _target_ that is being thrown at; if an atom has this set to 1 then atoms thrown AT it will not spin; currently used for the singularity. -Fox
var/admin_spawned = FALSE //was this spawned by an admin? used for stat tracking stuff.
var/initialized = FALSE
-1
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@@ -8,7 +8,6 @@
icon_state = "autolathe"
density = TRUE
var/operating = 0.0
var/list/queue = list()
var/queue_max_len = 12
var/turf/BuildTurf
-1
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@@ -31,7 +31,6 @@
var/busy = FALSE
var/emped = FALSE //Number of consecutive EMP's on this camera
var/in_use_lights = 0 // TO BE IMPLEMENTED
var/toggle_sound = 'sound/items/wirecutter.ogg'
blocks_emissive = EMISSIVE_BLOCK_GENERIC
@@ -7,7 +7,6 @@
var/area/target = null
var/active = FALSE
var/list/holographic_items = list()
var/damaged = 0
var/last_change = 0
light_color = LIGHT_COLOR_CYAN
@@ -206,7 +205,6 @@
if(active)
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
-1
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@@ -11,7 +11,6 @@
integrity_failure = 100
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly
var/processing = 0
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/light_range_on = 1
-2
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@@ -7,9 +7,7 @@
circuit = /obj/item/circuitboard/prisoner
var/id = 0.0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0.0
var/authenticated = FALSE // FALSE - No Access Denied, TRUE - Access allowed
var/obj/item/card/id/prisoner/inserted_id
-1
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@@ -25,7 +25,6 @@
var/song_path = null
var/song_length = 0
var/song_beat = 0
var/GBP_required = 0
/datum/track/New(name, path, length, beat)
song_name = name
-1
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@@ -19,7 +19,6 @@
*/
var/exposedwires = 0
var/wires = 3
/*
Bitflag, 1=checkID
-2
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@@ -70,14 +70,12 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
var/electrified_timer
var/main_power_timer
var/backup_power_timer
var/spawnPowerRestoreRunning = 0
var/lights = TRUE // bolt lights show by default
var/datum/wires/airlock/wires
var/aiDisabledIdScanner = FALSE
var/aiHacking = FALSE
var/obj/machinery/door/airlock/closeOther
var/closeOtherId
var/lockdownbyai = 0
var/justzap = FALSE
var/obj/item/airlock_electronics/electronics
var/shockCooldown = FALSE //Prevents multiple shocks from happening
-1
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@@ -15,7 +15,6 @@ FIRE ALARM
var/working = TRUE
var/time = 10.0
var/timing = 0.0
var/lockdownbyai = 0
anchored = TRUE
max_integrity = 250
integrity_failure = 100
-2
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@@ -317,9 +317,7 @@
var/steps = 0
var/last_check = 0
var/check_delay = 10
var/recalc = 0
var/locked = TRUE
var/destroyed = 0
var/directwired = 1
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
-1
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@@ -7,7 +7,6 @@
req_access = list(ACCESS_ROBOTICS)
circuit = /obj/item/circuitboard/mecha_control
var/list/located = list()
var/screen = 0
var/stored_data = list()
/obj/machinery/computer/mecha/attack_ai(mob/user)
@@ -309,7 +309,7 @@ GLOBAL_LIST_INIT(default_medbay_channels, list(
var/role = ""
var/lifetime_timer
var/message = ""
universal_speak = 1
universal_speak = TRUE
/mob/living/automatedannouncer/New()
lifetime_timer = addtimer(CALLBACK(src, .proc/autocleanup), 10 SECONDS, TIMER_STOPPABLE)
-1
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@@ -9,7 +9,6 @@
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/list/barsigns=list()
var/list/hiddensigns
var/state = 0
var/prev_sign = ""
var/panel_open = 0
+2 -2
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@@ -1952,8 +1952,8 @@
theghost = pick(candidates)
P.key = theghost.key
P.master_commander = H
P.universal_speak = 1
P.universal_understand = 1
P.universal_speak = TRUE
P.universal_understand = TRUE
P.can_collar = 1
P.faction = list("neutral")
var/obj/item/clothing/accessory/petcollar/C = new
@@ -9,7 +9,6 @@
var/obj/item/tank/holding
var/volume = 0
var/destroyed = 0
var/maximum_pressure = 90*ONE_ATMOSPHERE
@@ -97,7 +97,6 @@
var/onfire = FALSE
var/status = 0
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
var/processing = 0 //I dont think this is used anywhere.
/obj/item/clothing/head/cakehat/process()
if(!onfire)
@@ -6,7 +6,6 @@
density = TRUE
anchored = TRUE
var/broken = 0
var/processing = FALSE
use_power = IDLE_POWER_USE
@@ -6,7 +6,6 @@
icon = 'icons/mob/alien.dmi'
gender = NEUTER
dna = null
alien_talk_understand = TRUE
var/nightvision = FALSE
see_in_dark = 4
@@ -3,7 +3,6 @@
icon = 'icons/mob/pai.dmi'//
icon_state = "repairbot"
robot_talk_understand = 0
emote_type = 2 // pAIs emotes are heard, not seen, so they can be seen through a container (eg. person)
mob_size = MOB_SIZE_TINY
pass_flags = PASSTABLE
@@ -10,7 +10,7 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
maxHealth = 100
health = 100
bubble_icon = "robot"
universal_understand = 1
universal_understand = TRUE
deathgasp_on_death = TRUE
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
@@ -79,11 +79,9 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
//var/list/laws = list()
var/viewalerts = 0
var/modtype = "Default"
var/lower_mod = 0
var/datum/effect_system/spark_spread/spark_system //So they can initialize sparks whenever/N
var/jeton = 0
var/low_power_mode = 0 //whether the robot has no charge left.
var/weapon_lock = 0
var/low_power_mode = FALSE //whether the robot has no charge left.
var/weapon_lock = FALSE
var/weaponlock_time = 120
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/lockcharge //Used when locking down a borg to preserve cell charge
@@ -1,6 +1,5 @@
/mob/living/silicon
gender = NEUTER
robot_talk_understand = 1
voice_name = "synthesized voice"
bubble_icon = "machine"
has_unlimited_silicon_privilege = 1
@@ -260,7 +260,7 @@
if(donors.len == evolve_donors)
to_chat(src, "<span class='noticealien'>You feel ready to move on to your next stage of growth.</span>")
else if(donors.len == awareness_donors)
universal_understand = 1
universal_understand = TRUE
to_chat(src, "<span class='noticealien'>You feel your awareness expand, and realize you know how to understand the creatures around you.</span>")
else
to_chat(src, "<span class='noticealien'>The blood seeps into your small form, and you draw out the echoes of memories and personality from it, working them into your budding mind.</span>")
@@ -30,7 +30,7 @@
atmos_requirements = list("min_oxy" = 16, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 223 //Below -50 Degrees Celcius
maxbodytemp = 323 //Above 50 Degrees Celcius
universal_speak = 0
universal_speak = FALSE
can_hide = 1
holder_type = /obj/item/holder/mouse
can_collar = 1
@@ -6,7 +6,7 @@
icon_living = "spiderbot-chassis"
icon_dead = "spiderbot-smashed"
wander = 0
universal_speak = 1
universal_speak = TRUE
health = 40
maxHealth = 40
pass_flags = PASSTABLE
@@ -71,8 +71,6 @@
var/bot_type = "norm"
var/bot_amt = 10
var/spawn_delay = 600
var/turn_on = 0
var/auto_spawn = 1
/mob/living/simple_animal/hostile/hivebot/tele/New()
..()
@@ -147,7 +147,6 @@ GLOBAL_LIST_EMPTY(ts_spiderling_list)
var/mob/living/simple_animal/hostile/poison/terror_spider/spider_mymother = null
var/mylocation = null
var/chasecycles = 0
var/web_infects = 0
var/spider_creation_time = 0
var/datum/action/innate/terrorspider/web/web_action
@@ -11,11 +11,10 @@
healable = 0 // Animated with SPACE NECROMANCY, mere mortal medicines cannot heal such an object.
wander = 0 // These things probably ought to never be AI controlled, but in the event they are probably shouldn't wander.
universal_speak = 1 // Tell the humans spooky things about the afterlife
universal_speak = TRUE // Tell the humans spooky things about the afterlife
speak_emote = list("mumbles", "moans", "whispers", "laments", "screeches")
allow_spin = 0 // No spinning. Spinning breaks our floating animation.
no_spin_thrown = 1
no_spin_thrown = TRUE
del_on_death = TRUE
var/obj/item/possessed_item
@@ -5,8 +5,8 @@
maxHealth = 20
gender = PLURAL //placeholder
universal_understand = 1
universal_speak = 0
universal_understand = TRUE
universal_speak = FALSE
status_flags = CANPUSH
var/icon_living = ""
@@ -79,7 +79,6 @@
var/current_offspring = 0
var/max_offspring = DEFAULT_MAX_OFFSPRING
var/buffed = 0 //In the event that you want to have a buffing effect on the mob, but don't want it to stack with other effects, any outside force that applies a buff to a simple mob should at least set this to 1, so we have something to check against
///Was this mob spawned by xenobiology magic? Used for mobcapping.
var/xenobiology_spawned = FALSE
var/gold_core_spawnable = NO_SPAWN //If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood
@@ -104,9 +103,6 @@
var/shouldwakeup = FALSE //convenience var for forcibly waking up an idling AI on next check.
//domestication
var/tame = 0
var/my_z // I don't want to confuse this with client registered_z
///What kind of footstep this mob should have. Null if it shouldn't have any.
var/footstep_type
+2 -4
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@@ -163,10 +163,8 @@
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/universal_speak = FALSE // Set to TRUE to enable the mob to speak to everyone -- TLE
var/universal_understand = FALSE // Set to TRUE to enable the mob to understand everyone, not necessarily speak
var/has_limbs = 1 //Whether this mob have any limbs he can move with
+1 -1
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@@ -3,7 +3,7 @@
var/spawning = 0 //Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/totalPlayersReady = 0
universal_speak = 1
universal_speak = TRUE
invisibility = 101
+1 -4
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@@ -90,7 +90,6 @@
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment
var/mob/living/silicon/ai/occupier = null
var/longtermpower = 10
var/update_state = -1
@@ -98,14 +97,12 @@
var/global/status_overlays = 0
var/updating_icon = 0
var/datum/wires/apc/wires = null
//var/debug = 0
var/global/list/status_overlays_lock
var/global/list/status_overlays_charging
var/global/list/status_overlays_equipment
var/global/list/status_overlays_lighting
var/global/list/status_overlays_environ
var/indestructible = 0 // If set, prevents aliens from destroying it
var/keep_preset_name = 0
var/keep_preset_name = FALSE
/// Was this APC built instead of already existing? Used for malfhack to keep borgs from building apcs in space
var/constructed = FALSE
-2
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@@ -12,8 +12,6 @@
var/active = 0
var/power_gen = 5000
var/open = 0
var/recent_fault = 0
var/power_output = 1
var/base_icon = "portgen0"
@@ -24,8 +24,7 @@
var/target = null //its target. moves towards the target if it has one
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
var/last_warning
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
allow_spin = 0
var/consumedSupermatter = FALSE //If the singularity has eaten a supermatter shard and can go to stage six
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
/obj/singularity/Initialize(mapload, starting_energy = 50)
-2
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@@ -74,8 +74,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/obj/machinery/r_n_d/protolathe/linked_lathe = null //Linked Protolathe
var/obj/machinery/r_n_d/circuit_imprinter/linked_imprinter = null //Linked Circuit Imprinter
var/screen = 1.0 //Which screen is currently showing.
var/menu = MENU_MAIN
var/submenu = SUBMENU_MAIN
var/wait_message = 0
@@ -211,7 +211,7 @@
if(candidates.len)
var/mob/C = pick(candidates)
SM.key = C.key
SM.universal_speak = 1
SM.universal_speak = TRUE
SM.faction = user.faction
SM.master_commander = user
SM.sentience_act()
@@ -266,7 +266,7 @@
to_chat(user, "<span class='notice'>You drink the potion then place your hands on [SM]...</span>")
user.mind.transfer_to(SM)
SM.universal_speak = 1
SM.universal_speak = TRUE
SM.faction = user.faction
SM.sentience_act() //Same deal here as with sentience
SM.can_collar = 1