Code Readability - Doors (#18149)

* doors

* return TRUE

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* return TRUE

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* return TRUE

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
KalevTait
2022-07-02 17:34:38 +01:00
committed by GitHub
parent 89ba9c047c
commit 8dc53fc65e
10 changed files with 71 additions and 71 deletions

View File

@@ -49,7 +49,7 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
name = "airlock"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
icon_state = "closed"
anchored = 1
anchored = TRUE
max_integrity = 300
integrity_failure = 70
damage_deflection = AIRLOCK_DAMAGE_DEFLECTION_N
@@ -74,11 +74,11 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
var/lights = TRUE // bolt lights show by default
var/datum/wires/airlock/wires
var/aiDisabledIdScanner = FALSE
var/aiHacking = 0
var/aiHacking = FALSE
var/obj/machinery/door/airlock/closeOther
var/closeOtherId
var/lockdownbyai = 0
var/justzap = 0
var/justzap = FALSE
var/obj/item/airlock_electronics/electronics
var/shockCooldown = FALSE //Prevents multiple shocks from happening
var/obj/item/note //Any papers pinned to the airlock
@@ -191,9 +191,9 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
if(isElectrified())
if(!justzap)
if(shock(user, 100))
justzap = 1
justzap = TRUE
spawn (10)
justzap = 0
justzap = FALSE
return
else
return
@@ -617,7 +617,7 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
return
else if(!canAIHack(user))
to_chat(user, "Connection lost! Unable to hack airlock.")
aiHacking=0
aiHacking = FALSE
return
to_chat(user, "Fault confirmed: airlock control wire disabled or cut.")
sleep(20)
@@ -1215,7 +1215,7 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
if(operating && !forced)
return 0
locked = 1
locked = TRUE
playsound(src, boltDown, 30, 0, 3)
update_icon()
return 1
@@ -1228,7 +1228,7 @@ GLOBAL_LIST_EMPTY(airlock_overlays)
if(operating || !arePowerSystemsOn() || wires.is_cut(WIRE_DOOR_BOLTS))
return
locked = 0
locked = FALSE
playsound(src,boltUp, 30, 0, 3)
update_icon()
return 1

View File

@@ -142,7 +142,7 @@
icon_state = "airlock_sensor_off"
layer = ABOVE_WINDOW_LAYER
name = "airlock sensor"
anchored = 1
anchored = TRUE
resistance_flags = FIRE_PROOF
power_channel = ENVIRON
@@ -151,7 +151,7 @@
frequency = 1379
var/command = "cycle"
var/on = 1
var/on = TRUE
var/alert = 0
var/previousPressure
@@ -219,12 +219,12 @@
icon_state = "access_button_standby"
name = "access button"
layer = ABOVE_WINDOW_LAYER
anchored = 1
anchored = TRUE
power_channel = ENVIRON
var/master_tag
frequency = AIRLOCK_FREQ
var/command = "cycle"
var/on = 1
var/on = TRUE
/obj/machinery/access_button/update_icon()
if(on)

View File

@@ -64,53 +64,53 @@
*/
/obj/machinery/door/airlock/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/command/glass
opacity = 0
opacity = FALSE
glass = TRUE
normal_integrity = 400
/obj/machinery/door/airlock/engineering/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/security/glass
opacity = 0
opacity = FALSE
glass = TRUE
normal_integrity = 400
/obj/machinery/door/airlock/medical/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/virology/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/research/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/mining/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/atmos/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/science/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/maintenance/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/maintenance/external/glass
opacity = 0
opacity = FALSE
glass = TRUE
normal_integrity = 200
@@ -126,7 +126,7 @@
paintable = FALSE
/obj/machinery/door/airlock/gold/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/silver
@@ -136,7 +136,7 @@
paintable = FALSE
/obj/machinery/door/airlock/silver/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/diamond
@@ -149,7 +149,7 @@
/obj/machinery/door/airlock/diamond/glass
normal_integrity = 950
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/uranium
@@ -172,7 +172,7 @@
/obj/machinery/door/airlock/uranium/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/plasma
@@ -216,7 +216,7 @@
return 0
/obj/machinery/door/airlock/plasma/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/bananium
@@ -229,7 +229,7 @@
paintable = FALSE
/obj/machinery/door/airlock/bananium/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/tranquillite
@@ -250,7 +250,7 @@
paintable = FALSE
/obj/machinery/door/airlock/sandstone/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/wood
@@ -260,7 +260,7 @@
paintable = FALSE
/obj/machinery/door/airlock/wood/glass
opacity = 0
opacity = FALSE
glass = TRUE
/obj/machinery/door/airlock/titanium
@@ -273,7 +273,7 @@
/obj/machinery/door/airlock/titanium/glass
normal_integrity = 350
opacity = 0
opacity = FALSE
glass = TRUE
//////////////////////////////////
@@ -287,7 +287,7 @@
assemblytype = /obj/structure/door_assembly/door_assembly_public
/obj/machinery/door/airlock/public/glass
opacity = 0
opacity = FALSE
glass = TRUE
//////////////////////////////////
@@ -305,7 +305,7 @@
doorClose = 'sound/machines/airlock_ext_close.ogg'
/obj/machinery/door/airlock/external/glass
opacity = 0
opacity = FALSE
glass = TRUE
//////////////////////////////////
@@ -316,7 +316,7 @@
/obj/machinery/door/airlock/centcom
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
opacity = 1
opacity = TRUE
explosion_block = 2
assemblytype = /obj/structure/door_assembly/door_assembly_centcom
normal_integrity = 1000
@@ -324,7 +324,7 @@
/obj/machinery/door/airlock/centcom/glass
glass = TRUE
opacity = 0
opacity = FALSE
/obj/machinery/door/airlock/centcom/glass/Initialize()
. = ..()
@@ -582,7 +582,7 @@
/obj/machinery/door/airlock/cult/glass
glass = TRUE
opacity = 0
opacity = FALSE
/obj/machinery/door/airlock/cult/glass/Initialize()
. = ..()
@@ -608,7 +608,7 @@
/obj/machinery/door/airlock/cult/unruned/glass
glass = TRUE
opacity = 0
opacity = FALSE
/obj/machinery/door/airlock/cult/unruned/glass/Initialize()
. = ..()
@@ -644,5 +644,5 @@
return
/obj/machinery/door/airlock/multi_tile/glass
opacity = 0
opacity = FALSE
glass = TRUE

View File

@@ -2,9 +2,9 @@
name = "glass alarm airlock"
icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
opacity = 0
glass = 1
autoclose = 0
opacity = FALSE
glass = TRUE
autoclose = FALSE
var/datum/radio_frequency/air_connection
var/air_frequency = ATMOS_FIRE_FREQ
@@ -34,8 +34,8 @@
if(alarm_area == our_area.name)
switch(alert)
if("severe")
autoclose = 1
autoclose = TRUE
close()
if("minor", "clear")
autoclose = 0
autoclose = FALSE
open()

View File

@@ -18,12 +18,12 @@
icon_state = "frame"
desc = "A remote control for a door."
req_access = list(ACCESS_BRIG)
anchored = 1 // can't pick it up
density = 0 // can walk through it.
anchored = TRUE // can't pick it up
density = FALSE // can walk through it.
layer = WALL_OBJ_LAYER
var/id = null // id of door it controls.
var/releasetime = 0 // when world.timeofday reaches it - release the prisoner
var/timing = 0 // boolean, true/1 timer is on, false/0 means it's not timing
var/timing = FALSE // boolean, true/1 timer is on, false/0 means it's not timing
var/picture_state // icon_state of alert picture, if not displaying text/numbers
var/list/obj/machinery/targets = list()
var/timetoset = 0 // Used to set releasetime upon starting the timer
@@ -119,7 +119,7 @@
GLOB.celltimers_list += src
Radio = new /obj/item/radio(src)
Radio.listening = 0
Radio.listening = FALSE
Radio.config(list("Security" = 0))
Radio.follow_target = src
return INITIALIZE_HINT_LATELOAD
@@ -163,7 +163,7 @@
Radio.autosay("Timer has expired. Releasing prisoner.", name, "Security", list(z))
occupant = CELL_NONE
timer_end() // open doors, reset timer, clear status screen
timing = 0
timing = FALSE
. = PROCESS_KILL
update_icon()
else
@@ -211,9 +211,9 @@
for(var/obj/machinery/treadmill_monitor/T in targets)
T.total_joules = 0
T.on = 1
T.on = TRUE
return 1
return TRUE
// Opens and unlocks doors, power check
@@ -244,15 +244,15 @@
continue
if(C.opened)
continue
C.locked = 0
C.locked = FALSE
C.icon_state = C.icon_closed
for(var/obj/machinery/treadmill_monitor/T in targets)
if(!T.stat)
T.redeem()
T.on = 0
T.on = FALSE
return 1
return TRUE
// Check for releasetime timeleft

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/doors/doorint.dmi'
icon_state = "door1"
anchored = TRUE
opacity = 1
opacity = TRUE
density = TRUE
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
@@ -13,10 +13,10 @@
flags = PREVENT_CLICK_UNDER
damage_deflection = 10
var/closingLayer = CLOSED_DOOR_LAYER
var/visible = 1
var/visible = TRUE
/// Is it currently in the process of opening or closing.
var/operating = FALSE
var/autoclose = 0
var/autoclose = FALSE
/// Whether the door detects things and mobs in its way and reopen or crushes them.
var/safe = TRUE
// Whether the door is bolted or not.
@@ -79,7 +79,7 @@
bound_height = width * world.icon_size
/obj/machinery/door/Destroy()
density = 0
density = FALSE
air_update_turf(1)
update_freelook_sight()
GLOB.airlocks -= src
@@ -256,8 +256,8 @@
flick("door_spark", src)
sleep(6)
open()
emagged = 1
return 1
emagged = TRUE
return TRUE
/obj/machinery/door/update_icon()
if(density)

View File

@@ -9,7 +9,7 @@
desc = "A convenable firelock. Equipped with a manual lever for operating in case of emergency."
icon = 'icons/obj/doors/doorfireglass.dmi'
icon_state = "door_open"
opacity = 0
opacity = FALSE
density = FALSE
max_integrity = 300
resistance_flags = FIRE_PROOF
@@ -304,7 +304,7 @@
name = "heavy firelock"
icon = 'icons/obj/doors/doorfire.dmi'
glass = FALSE
opacity = 1
opacity = TRUE
explosion_block = 2
assemblytype = /obj/structure/firelock_frame/heavy
max_integrity = 550

View File

@@ -18,7 +18,7 @@
/obj/machinery/door/poddoor/preopen
icon_state = "open"
density = FALSE
opacity = 0
opacity = FALSE
/obj/machinery/door/poddoor/impassable
name = "reinforced blast door"

View File

@@ -11,7 +11,7 @@
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
density = FALSE
opacity = 0
opacity = FALSE
/obj/machinery/door/poddoor/shutters/radiation
name = "radiation shutters"

View File

@@ -6,16 +6,16 @@
layer = ABOVE_WINDOW_LAYER
closingLayer = ABOVE_WINDOW_LAYER
resistance_flags = ACID_PROOF
visible = 0
visible = FALSE
flags = ON_BORDER
opacity = 0
opacity = FALSE
dir = EAST
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
var/obj/item/airlock_electronics/electronics
var/base_state = "left"
var/reinf = 0
var/reinf = FALSE
var/shards = 2
var/rods = 2
var/cable = 1
@@ -170,14 +170,14 @@
playsound(loc, 'sound/machines/windowdoor.ogg', 100, 1)
icon_state = base_state
density = 1
density = TRUE
// if(visible)
// set_opacity(1) //TODO: why is this here? Opaque windoors? ~Carn
air_update_turf(1)
update_freelook_sight()
sleep(10)
operating = 0
operating = FALSE
return 1
/obj/machinery/door/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
@@ -332,7 +332,7 @@
icon_state = "leftsecure"
base_state = "leftsecure"
max_integrity = 300 //Stronger doors for prison (regular window door health is 200)
reinf = 1
reinf = TRUE
explosion_block = 1
var/id = null