Code Readability - Structures (#18273)

* structures

* requested changes
This commit is contained in:
KalevTait
2022-07-10 14:00:25 +01:00
committed by GitHub
parent 6775604810
commit 8dcf49855b
34 changed files with 191 additions and 194 deletions
+1 -1
View File
@@ -88,7 +88,7 @@
icon = 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
icon_state = "resin_membrane-0"
base_icon_state = "resin_membrane"
opacity = 0
opacity = FALSE
max_integrity = 160
resintype = "membrane"
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WALLS)
+6 -6
View File
@@ -10,7 +10,7 @@
var/list/barsigns=list()
var/list/hiddensigns
var/prev_sign = ""
var/panel_open = 0
var/panel_open = FALSE
/obj/structure/sign/barsign/Initialize(mapload)
. = ..()
@@ -72,7 +72,7 @@
if(!panel_open)
to_chat(user, "<span class='notice'>You open the maintenance panel.</span>")
set_sign(new /datum/barsign/hiddensigns/signoff)
panel_open = 1
panel_open = TRUE
else
to_chat(user, "<span class='notice'>You close the maintenance panel.</span>")
if(!broken && !emagged)
@@ -81,7 +81,7 @@
set_sign(new /datum/barsign/hiddensigns/syndibarsign)
else
set_sign(new /datum/barsign/hiddensigns/empbarsign)
panel_open = 0
panel_open = FALSE
if(istype(I, /obj/item/stack/cable_coil) && panel_open)
var/obj/item/stack/cable_coil/C = I
@@ -94,7 +94,7 @@
if(C.use(2))
to_chat(user, "<span class='notice'>You replace the burnt wiring.</span>")
broken = 0
broken = FALSE
else
to_chat(user, "<span class='warning'>You need at least two lengths of cable!</span>")
else
@@ -104,7 +104,7 @@
/obj/structure/sign/barsign/emp_act(severity)
set_sign(new /datum/barsign/hiddensigns/empbarsign)
broken = 1
broken = TRUE
@@ -120,7 +120,7 @@
if(broken || emagged)
return
set_sign(new /datum/barsign/hiddensigns/syndibarsign)
emagged = 1
emagged = TRUE
req_access = list(ACCESS_SYNDICATE)
+1 -1
View File
@@ -235,7 +235,7 @@ LINEN BINS
desc = "A linen bin. It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
anchored = TRUE
resistance_flags = FLAMMABLE
max_integrity = 70
var/amount = 20
+3 -3
View File
@@ -7,13 +7,13 @@
icon_state = "closed"
face_while_pulling = FALSE
layer = SHOWER_CLOSED_LAYER
opacity = 1
density = 0
opacity = TRUE
density = FALSE
/obj/structure/curtain/open
icon_state = "open"
layer = SHOWER_OPEN_LAYER
opacity = 0
opacity = FALSE
/obj/structure/curtain/attack_hand(mob/user)
playsound(get_turf(loc), "rustle", 15, 1, -5)
+2 -2
View File
@@ -4,7 +4,7 @@
desc = ""
icon = 'icons/obj/device.dmi'
icon_state = "powersink1"
anchored = 1
anchored = TRUE
max_integrity = 50
var/area/syndicate_depot/core/depotarea
var/has_overloaded = FALSE
@@ -72,7 +72,7 @@
icon_state = "energy_ball"
pixel_x = -32
pixel_y = -32
anchored = 1
anchored = TRUE
var/cycles = 0
var/beepsound = 'sound/items/timer.ogg'
var/deliberate = FALSE
@@ -12,9 +12,9 @@
var/obj/item/airlock_electronics/electronics
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/glass = 0 // 0 = glass can be installed. 1 = glass is already installed.
var/glass = FALSE // FALSE = glass can be installed. TRUE = glass is already installed.
var/created_name
var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
var/heat_proof_finished = FALSE //whether to heat-proof the finished airlock
var/previous_assembly = /obj/structure/door_assembly
var/noglass = FALSE //airlocks with no glass version, also cannot be modified with sheets
var/material_type = /obj/item/stack/sheet/metal
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "dresser"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
/obj/structure/dresser/attack_hand(mob/user as mob)
if(!Adjacent(user))//no tele-grooming
+4 -4
View File
@@ -4,8 +4,8 @@
icon = 'icons/obj/engicart.dmi'
icon_state = "cart"
face_while_pulling = FALSE
anchored = 0
density = 1
anchored = FALSE
density = TRUE
var/obj/item/stack/sheet/glass/myglass = null
var/obj/item/stack/sheet/metal/mymetal = null
var/obj/item/stack/sheet/plasteel/myplasteel = null
@@ -89,14 +89,14 @@
"[user] tightens \the [src]'s casters.", \
"<span class='notice'> You have tightened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 1
anchored = TRUE
else if(anchored)
playsound(src.loc, I.usesound, 50, 1)
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"<span class='notice'> You have loosened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 0
anchored = FALSE
else
to_chat(usr, "<span class='warning'>You cannot interface your modules [src]!</span>")
+7 -7
View File
@@ -8,13 +8,13 @@
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_closed"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
max_integrity = 200
integrity_failure = 50
var/obj/item/extinguisher/has_extinguisher = null
var/extinguishertype
var/opened = 0
var/opened = FALSE
var/material_drop = /obj/item/stack/sheet/metal
/obj/structure/extinguisher_cabinet/Initialize(mapload, direction = null)
@@ -118,7 +118,7 @@
user.put_in_hands(has_extinguisher)
to_chat(user, "<span class='notice'>You take [has_extinguisher] from [src].</span>")
has_extinguisher = null
opened = 1
opened = TRUE
else
playsound(loc, 'sound/machines/click.ogg', 15, TRUE, -3)
opened = !opened
@@ -131,7 +131,7 @@
has_extinguisher.loc = loc
to_chat(user, "<span class='notice'>You telekinetically remove [has_extinguisher] from [src].</span>")
has_extinguisher = null
opened = 1
opened = TRUE
else
playsound(loc, 'sound/machines/click.ogg', 15, TRUE, -3)
opened = !opened
@@ -139,8 +139,8 @@
/obj/structure/extinguisher_cabinet/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
broken = 1
opened = 1
broken = TRUE
opened = TRUE
if(has_extinguisher)
has_extinguisher.forceMove(loc)
has_extinguisher = null
+5 -5
View File
@@ -47,7 +47,7 @@
return "<span class='danger'>It looks heavily damaged.</span>"
/obj/structure/falsewall/Destroy()
density = 0
density = FALSE
air_update_turf(1)
return ..()
@@ -189,7 +189,7 @@
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/simulated/wall/mineral/uranium
var/active = null
var/active = FALSE
var/last_event = 0
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS)
@@ -205,13 +205,13 @@
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event + 15)
active = 1
if(world.time > last_event + 1.5 SECONDS)
active = TRUE
radiation_pulse(src, 150)
for(var/turf/simulated/wall/mineral/uranium/T in orange(1, src))
T.radiate()
last_event = world.time
active = null
active = FALSE
/*
* Other misc falsewall types
*/
+13 -13
View File
@@ -5,8 +5,8 @@
//trees
/obj/structure/flora/tree
name = "tree"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
pixel_x = -16
layer = 9
@@ -62,7 +62,7 @@
/obj/structure/flora/grass
name = "grass"
icon = 'icons/obj/flora/snowflora.dmi'
anchored = 1
anchored = TRUE
max_integrity = 15
/obj/structure/flora/grass/brown
@@ -93,7 +93,7 @@
name = "bush"
icon = 'icons/obj/flora/snowflora.dmi'
icon_state = "snowbush1"
anchored = 1
anchored = TRUE
max_integrity = 15
/obj/structure/flora/bush/Initialize(mapload)
@@ -106,7 +106,7 @@
name = "bush"
icon = 'icons/obj/flora/ausflora.dmi'
icon_state = "firstbush_1"
anchored = 1
anchored = TRUE
max_integrity = 15
/obj/structure/flora/ausbushes/Initialize(mapload)
@@ -223,7 +223,7 @@
name = "potted plant"
icon = 'icons/obj/flora/plants.dmi'
icon_state = "plant-1"
anchored = 0
anchored = FALSE
layer = ABOVE_MOB_LAYER
w_class = WEIGHT_CLASS_HUGE
force = 10
@@ -262,7 +262,7 @@
icon_state = "rock1"
icon = 'icons/obj/flora/rocks.dmi'
resistance_flags = FIRE_PROOF
anchored = 1
anchored = TRUE
/obj/structure/flora/rock/Initialize(mapload)
. = ..()
@@ -289,7 +289,7 @@
name = "corn stalk"
icon = 'icons/obj/flora/plants.dmi'
icon_state = "cornstalk1"
anchored = 0
anchored = FALSE
layer = 5
/obj/structure/flora/corn_stalk/alt_1
@@ -302,7 +302,7 @@
name = "straw bail"
icon = 'icons/obj/flora/plants.dmi'
icon_state = "strawbail1"
density = 1
density = TRUE
climbable = 1 // you can climb all over them.
/obj/structure/flora/straw_bail/alt_1
@@ -316,8 +316,8 @@
desc = "Pretty thick scrub, it'll take something sharp and a lot of determination to clear away."
icon = 'icons/obj/flora/plants.dmi'
icon_state = "bush1"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
layer = 3.2
var/indestructable = 0
var/stump = 0
@@ -325,7 +325,7 @@
/obj/structure/bush/Initialize(mapload)
. = ..()
if(prob(20))
opacity = 1
opacity = TRUE
/*
/obj/structure/bush/Bumped(M as mob)
@@ -354,7 +354,7 @@
icon_state = "stump[rand(1,2)]"
name = "cleared foliage"
desc = "There used to be dense undergrowth here."
density = 0
density = FALSE
stump = 1
pixel_x = rand(-6,6)
pixel_y = rand(-6,6)
+1 -1
View File
@@ -7,7 +7,7 @@
icon_state = "minibar"
anchored = TRUE
density = FALSE
opacity = 0
opacity = FALSE
var/deconstructible = TRUE
/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
+3 -3
View File
@@ -1,8 +1,8 @@
/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
layer = BELOW_OBJ_LAYER
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_VERY_LIGHT_INSULATION
@@ -398,7 +398,7 @@
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = 0
anchored = FALSE
state = GIRDER_DISPLACED
girderpasschance = 25
max_integrity = 120
+2 -2
View File
@@ -271,9 +271,9 @@
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = 0
density = FALSE
obj_integrity = 20
broken = 1
broken = TRUE
rods_amount = 1
rods_broken = 0
grille_type = /obj/structure/grille
+17 -20
View File
@@ -19,9 +19,9 @@
/obj/structure/inflatable
name = "inflatable wall"
desc = "An inflated membrane. Do not puncture."
density = 1
anchored = 1
opacity = 0
density = TRUE
anchored = TRUE
opacity = FALSE
max_integrity = 50
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
@@ -105,17 +105,14 @@
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
density = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
torn = /obj/item/inflatable/door/torn
intact = /obj/item/inflatable/door
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/state_open = FALSE
var/isSwitchingStates = FALSE
/obj/structure/inflatable/door/detailed_examine()
return "Click the door to open or close it. It only stops air while closed.<br>\
@@ -157,36 +154,36 @@
SwitchState()
/obj/structure/inflatable/door/proc/SwitchState()
if(state)
if(state_open)
Close()
else
Open()
air_update_turf(1)
/obj/structure/inflatable/door/proc/Open()
isSwitchingStates = 1
isSwitchingStates = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
density = FALSE
opacity = FALSE
state_open = TRUE
update_icon()
isSwitchingStates = 0
isSwitchingStates = FALSE
/obj/structure/inflatable/door/proc/Close()
isSwitchingStates = 1
isSwitchingStates = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_closing",src)
sleep(10)
density = 1
opacity = 0
state = 0
density = TRUE
opacity = FALSE
state_open = FALSE
update_icon()
isSwitchingStates = 0
isSwitchingStates = FALSE
/obj/structure/inflatable/door/update_icon()
if(state)
if(state_open)
icon_state = "door_open"
else
icon_state = "door_closed"
+4 -4
View File
@@ -5,8 +5,8 @@
desc = "This is the alpha and omega of sanitation."
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
face_while_pulling = FALSE
container_type = OPENCONTAINER
//copypaste sorry
@@ -95,14 +95,14 @@
"[user] tightens \the [src]'s casters.", \
"<span class='notice'> You have tightened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 1
anchored = TRUE
else if(anchored)
playsound(src.loc, I.usesound, 50, 1)
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"<span class='notice'> You have loosened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 0
anchored = FALSE
else if(mybag)
mybag.attackby(I, user, params)
else
@@ -6,8 +6,8 @@
icon = 'icons/obj/kitchen.dmi'
icon_state = "spikeframe"
desc = "The frame of a meat spike."
density = 1
anchored = 0
density = TRUE
anchored = FALSE
max_integrity = 200
/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
@@ -15,10 +15,10 @@
if(istype(I, /obj/item/wrench))
if(anchored)
to_chat(user, "<span class='notice'>You unwrench [src] from the floor.</span>")
anchored = 0
anchored = FALSE
else
to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
anchored = 1
anchored = TRUE
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if(R.get_amount() >= 4)
@@ -37,8 +37,8 @@
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
buckle_lying = FALSE
can_buckle = TRUE
max_integrity = 250
+21 -21
View File
@@ -1,9 +1,9 @@
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its machineryness
/obj/structure/mineral_door
name = "metal door"
density = 1
anchored = 1
opacity = 1
density = TRUE
anchored = TRUE
opacity = TRUE
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
@@ -12,8 +12,8 @@
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
var/initial_state
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/state_open = FALSE
var/isSwitchingStates = FALSE
var/close_delay = -1 //-1 if does not auto close.
var/hardness = 1
@@ -29,7 +29,7 @@
air_update_turf(1)
/obj/structure/mineral_door/Destroy()
density = 0
density = FALSE
air_update_turf(1)
return ..()
@@ -40,7 +40,7 @@
/obj/structure/mineral_door/Bumped(atom/user)
..()
if(!state)
if(!state_open)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
@@ -82,46 +82,46 @@
SwitchState()
/obj/structure/mineral_door/proc/SwitchState()
if(state)
if(state_open)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = 1
isSwitchingStates = TRUE
playsound(loc, openSound, 100, 1)
flick("[initial_state]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
density = FALSE
opacity = FALSE
state_open = TRUE
air_update_turf(1)
update_icon()
isSwitchingStates = 0
isSwitchingStates = FALSE
if(close_delay != -1)
spawn(close_delay)
Close()
/obj/structure/mineral_door/proc/Close()
if(isSwitchingStates || state != 1)
if(isSwitchingStates || !state_open)
return
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = 1
isSwitchingStates = TRUE
playsound(loc, closeSound, 100, 1)
flick("[initial_state]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
density = TRUE
opacity = TRUE
state_open = FALSE
air_update_turf(1)
update_icon()
isSwitchingStates = 0
isSwitchingStates = FALSE
/obj/structure/mineral_door/update_icon()
if(state)
if(state_open)
icon_state = "[initial_state]open"
else
icon_state = initial_state
@@ -177,7 +177,7 @@
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = 0
opacity = FALSE
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/transparent/Close()
+2 -2
View File
@@ -4,8 +4,8 @@
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
max_integrity = 200
integrity_failure = 100
var/list/ui_users = list()
+6 -6
View File
@@ -8,8 +8,8 @@
/obj/structure/signpost
icon = 'icons/obj/stationobjs.dmi'
icon_state = "signpost"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
/obj/structure/ninjatele
@@ -17,8 +17,8 @@
desc = "A console used to send a Spider Clan operative long distances rapidly."
icon = 'icons/obj/ninjaobjects.dmi'
icon_state = "teleconsole"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
/obj/structure/ninjatele/attack_hand(mob/user as mob)
if(user.mind.special_role=="Ninja")
@@ -65,8 +65,8 @@
desc = "A structure that draws ethereal attention when active. Use an empty hand to activate."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "anomaly_crystal"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
var/active = FALSE
var/ghost_alert_delay = 30 SECONDS
var/last_ghost_alert
+1 -1
View File
@@ -3,7 +3,7 @@
name = "mop bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
density = TRUE
container_type = OPENCONTAINER
face_while_pulling = FALSE
var/obj/item/mop/mymop = null
+18 -18
View File
@@ -22,7 +22,7 @@
desc = "Used to keep bodies in until someone fetches them."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue"
density = 1
density = TRUE
max_integrity = 400
dir = EAST
var/obj/structure/m_tray/connected = null
@@ -34,7 +34,7 @@
NOT_BODY = "The tray contains something that is not a body.",
GHOST_CONNECTED = "The tray contains a body that might be responsive."
)
anchored = 1.0
anchored = TRUE
var/open_sound = 'sound/items/deconstruct.ogg'
var/status
@@ -182,10 +182,10 @@
desc = "Apply corpse before closing. May float away in no-gravity."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue_tray"
density = 1
density = TRUE
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = 1.0
anchored = TRUE
pass_flags = LETPASSTHROW
max_integrity = 350
@@ -246,12 +246,12 @@
desc = "A human incinerator. Works well on barbeque nights."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema"
density = 1
density = TRUE
var/obj/structure/c_tray/connected = null
anchored = 1.0
var/cremating = 0
anchored = TRUE
var/cremating = FALSE
var/id = 1
var/locked = 0
var/locked = FALSE
var/open_sound = 'sound/items/deconstruct.ogg'
/obj/structure/crematorium/Initialize(mapload)
@@ -296,13 +296,13 @@
if(cremating)
to_chat(usr, "<span class='warning'>It's locked.</span>")
return
if((connected) && (locked == 0))
if(connected && !locked)
for(var/atom/movable/A in connected.loc)
if(!(A.anchored) && A.move_resist != INFINITY)
A.forceMove(src)
playsound(loc, open_sound, 50, 1)
QDEL_NULL(connected)
else if(locked == 0)
else if(!locked)
playsound(loc, open_sound, 50, 1)
connect()
add_fingerprint(user)
@@ -347,8 +347,8 @@
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
cremating = 1
locked = 1
cremating = TRUE
locked = TRUE
update()
for(var/mob/living/M in search_contents_for(/mob/living))
@@ -369,8 +369,8 @@
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
cremating = 0
locked = 0
cremating = FALSE
locked = FALSE
update()
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
return
@@ -406,10 +406,10 @@
desc = "Apply body before burning."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "crema_tray"
density = 1
density = TRUE
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = 1.0
anchored = TRUE
pass_flags = LETPASSTHROW
/obj/structure/c_tray/attack_hand(mob/user as mob)
@@ -454,9 +454,9 @@
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 5000
anchored = 1.0
anchored = TRUE
req_access = list(ACCESS_CREMATORIUM)
var/on = 0
var/on = FALSE
var/area/area = null
var/otherarea = null
var/id = 1
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "A board for pinning important notices upon."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
max_integrity = 150
var/notices = 0
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
layer = 4
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
var/state = PLASTIC_FLAPS_NORMAL
+6 -6
View File
@@ -3,10 +3,10 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
desc = "A frame to create a reflector.\n<span class='notice'>Use <b>5</b> sheets of <b>glass</b> to create a 1 way reflector.\nUse <b>10</b> sheets of <b>reinforced glass</b> to create a 2 way reflector.\nUse <b>1 diamond</b> to create a reflector cube.</span>"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
layer = 3
var/finished = 0
var/finished = FALSE
/obj/structure/reflector/bullet_act(obj/item/projectile/P)
@@ -135,7 +135,7 @@
icon = 'icons/obj/reflector.dmi'
icon_state = "reflector"
desc = "A double sided angled mirror for reflecting lasers. This one does so at a 90 degree angle."
finished = 1
finished = TRUE
var/static/list/rotations = list("[NORTH]" = list("[SOUTH]" = WEST, "[EAST]" = NORTH),
"[EAST]" = list("[SOUTH]" = EAST, "[WEST]" = NORTH),
"[SOUTH]" = list("[NORTH]" = EAST, "[WEST]" = SOUTH),
@@ -152,7 +152,7 @@
icon = 'icons/obj/reflector.dmi'
icon_state = "reflector_double"
desc = "A double sided angled mirror for reflecting lasers. This one does so at a 90 degree angle."
finished = 1
finished = TRUE
var/static/list/double_rotations = list("[NORTH]" = list("[NORTH]" = WEST, "[EAST]" = SOUTH, "[SOUTH]" = EAST, "[WEST]" = NORTH),
"[EAST]" = list("[NORTH]" = EAST, "[WEST]" = SOUTH, "[SOUTH]" = WEST, "[EAST]" = NORTH),
"[SOUTH]" = list("[NORTH]" = EAST, "[WEST]" = SOUTH, "[SOUTH]" = WEST, "[EAST]" = NORTH),
@@ -169,7 +169,7 @@
icon = 'icons/obj/reflector.dmi'
icon_state = "reflector_box"
desc = "A box with an internal set of mirrors that reflects all laser fire in a single direction."
finished = 1
finished = TRUE
var/static/list/box_rotations = list("[NORTH]" = list("[SOUTH]" = NORTH, "[EAST]" = NORTH, "[WEST]" = NORTH, "[NORTH]" = NORTH),
"[EAST]" = list("[SOUTH]" = EAST, "[EAST]" = EAST, "[WEST]" = EAST, "[NORTH]" = EAST),
"[SOUTH]" = list("[SOUTH]" = SOUTH, "[EAST]" = SOUTH, "[WEST]" = SOUTH, "[NORTH]" = SOUTH),
+3 -3
View File
@@ -1,8 +1,8 @@
/obj/structure/sign
icon = 'icons/obj/decals.dmi'
anchored = 1
opacity = 0
density = 0
anchored = TRUE
opacity = FALSE
density = FALSE
layer = 3.5
max_integrity = 100
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+2 -2
View File
@@ -3,8 +3,8 @@
desc = "A wooden board with letters etched into it, used in seances."
icon = 'icons/obj/objects.dmi'
icon_state = "spirit_board"
density = 1
anchored = 0
density = TRUE
anchored = FALSE
var/used = FALSE
var/cooldown = 0
var/planchette = "A"
+6 -6
View File
@@ -3,8 +3,8 @@
desc = "Placeholder. Yell at Firecage if you SOMEHOW see this."
icon = 'icons/obj/statue.dmi'
icon_state = ""
density = 1
anchored = 0
density = TRUE
anchored = FALSE
max_integrity = 100
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
@@ -61,7 +61,7 @@
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
var/active = FALSE
/obj/structure/statue/uranium/nuke
name = "statue of a nuclear fission explosive"
@@ -87,11 +87,11 @@
/obj/structure/statue/uranium/proc/radiate()
if(!active)
if(world.time > last_event + 15)
active = 1
if(world.time > last_event + 1.5 SECONDS)
active = TRUE
radiation_pulse(src, 30)
last_event = world.time
active = null
active = FALSE
/obj/structure/statue/plasma
max_integrity = 200
+4 -4
View File
@@ -35,7 +35,7 @@
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = TRUE
var/flipped = 0
var/flipped = FALSE
/obj/structure/table/Initialize(mapload)
. = ..()
@@ -334,7 +334,7 @@
dir = direction
if(dir != NORTH)
layer = 5
flipped = 1
flipped = TRUE
smoothing_flags = NONE
flags |= ON_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
@@ -360,7 +360,7 @@
verbs +=/obj/structure/table/verb/do_flip
layer = initial(layer)
flipped = 0
flipped = FALSE
smoothing_flags = initial(smoothing_flags)
flags &= ~ON_BORDER
for(var/D in list(turn(dir, 90), turn(dir, -90)))
@@ -716,7 +716,7 @@
/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
if(!density) //Because broken racks -Agouri |TODO: SPRITE!|
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
@@ -5,8 +5,8 @@
desc = "A simple yet bulky storage device for gas tanks. Has room for up to ten oxygen tanks, and ten plasma tanks."
icon = 'icons/obj/objects.dmi'
icon_state = "dispenser"
density = 1
anchored = 1.0
density = TRUE
anchored = TRUE
var/starting_oxygen_tanks = MAX_TANK_STORAGE // The starting amount of oxygen tanks the dispenser gets when it's spawned
var/starting_plasma_tanks = MAX_TANK_STORAGE // Starting amount of plasma tanks
var/list/stored_oxygen_tanks = list() // List of currently stored oxygen tanks
@@ -100,10 +100,10 @@
if(istype(I, /obj/item/wrench))
if(anchored)
to_chat(user, "<span class='notice'>You lean down and unwrench [src].</span>")
anchored = 0
anchored = FALSE
else
to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
anchored = 1
anchored = TRUE
return
return ..()
+6 -6
View File
@@ -4,7 +4,7 @@
desc = "A thin platform with negatively-magnetized wheels."
icon = 'icons/obj/objects.dmi'
icon_state = "target_stake"
density = 1
density = TRUE
flags = CONDUCT
var/obj/item/target/pinned_target // the current pinned target
@@ -20,13 +20,13 @@
else // Sanity check: if the pinned target can't be found in immediate view
pinned_target = null
density = 1
density = TRUE
/obj/structure/target_stake/attackby(obj/item/W, mob/user, params)
// Putting objects on the stake. Most importantly, targets
if(istype(W, /obj/item/target) && !pinned_target)
density = 0
W.density = 1
density = FALSE
W.density = TRUE
user.drop_item(src)
W.loc = loc
W.layer = 3.1
@@ -38,8 +38,8 @@
/obj/structure/target_stake/attack_hand(mob/user)
// taking pinned targets off!
if(pinned_target)
density = 1
pinned_target.density = 0
density = TRUE
pinned_target.density = FALSE
pinned_target.layer = OBJ_LAYER
pinned_target.loc = user.loc
@@ -6,9 +6,9 @@
/obj/structure/transit_tube
icon = 'icons/obj/pipes/transit_tube.dmi'
icon_state = "E-W"
density = 1
density = TRUE
layer = 3.1
anchored = 1.0
anchored = TRUE
var/list/tube_dirs = null
var/exit_delay = 1
var/enter_delay = 0
@@ -138,7 +138,7 @@
tube_dirs = parse_dirs(icon_state)
if(copytext(icon_state, 1, 3) == "D-" || findtextEx(icon_state, "Pass"))
density = 0
density = FALSE
+23 -23
View File
@@ -5,10 +5,10 @@
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet00"
density = 0
anchored = 1
var/open = 0 //if the lid is up
var/cistern = 0 //if the cistern bit is open
density = FALSE
anchored = TRUE
var/open = FALSE //if the lid is up
var/cistern = FALSE //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/living/swirlie = null //the mob being given a swirlie
@@ -148,14 +148,14 @@
if(!loc || !anchored)
return
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
anchored = 0
anchored = FALSE
if("Connect")
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>", "<span class='notice'>You begin connecting [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || anchored)
return
user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
anchored = 1
anchored = TRUE
if("Rotate")
var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
var/selected = input(user,"Select a direction for the connector.", "Connector Direction") in dir_choices
@@ -195,8 +195,8 @@
desc = "The HU-452, an experimental urinal."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
/obj/structure/urinal/attackby(obj/item/I, mob/user, params)
@@ -227,7 +227,7 @@
if(!loc || !anchored)
return
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>", "<span class='notice'>You disconnect [src]!</span>")
anchored = 0
anchored = FALSE
pixel_x = 0
pixel_y = 0
else
@@ -236,7 +236,7 @@
if(!loc || anchored)
return
user.visible_message("<span class='notice'>[user] connects [src]!</span>", "<span class='notice'>You connect [src]!</span>")
anchored = 1
anchored = TRUE
pixel_x = 0
pixel_y = 32
@@ -249,8 +249,8 @@
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = 0
anchored = 1
density = FALSE
anchored = TRUE
use_power = NO_POWER_USE
///Is the shower on or off?
var/on = FALSE
@@ -447,8 +447,8 @@
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face."
anchored = 1
var/busy = 0 //Something's being washed at the moment
anchored = TRUE
var/busy = FALSE //Something's being washed at the moment
var/can_move = 1 //if the sink can be disconnected and moved
var/can_rotate = 1 //if the sink can be rotated to face alternate directions
@@ -480,13 +480,13 @@
washing_face = 1
user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
busy = 1
busy = TRUE
if(!do_after(user, 40, target = src))
busy = 0
busy = FALSE
return
busy = 0
busy = FALSE
user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
@@ -513,10 +513,10 @@
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
return
busy = 1
busy = TRUE
var/wateract = 0
wateract = (O.wash(user, src))
busy = 0
wateract = O.wash(user, src)
busy = FALSE
if(wateract)
O.water_act(20, COLD_WATER_TEMPERATURE, src)
@@ -539,10 +539,10 @@
return
switch(response)
if("Wash")
busy = 1
busy = TRUE
var/wateract = 0
wateract = (I.wash(user, src))
busy = 0
busy = FALSE
if(wateract)
I.water_act(20, COLD_WATER_TEMPERATURE, src)
if("Disconnect")
@@ -678,7 +678,7 @@
if(do_after(user, 30, target = user))
user.visible_message("<span class='notice'>[user] finishes building a new [result_name]!</span>", "<span class='notice'>You finish building a new [result_name]!</span>")
var/obj/structure/S = new result(T)
S.anchored = 0
S.anchored = FALSE
S.dir = user.dir
S.update_icon()
user.unEquip(src, 1)
+3 -3
View File
@@ -497,7 +497,7 @@
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon_state = "twindow"
opacity = 1
opacity = TRUE
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
@@ -519,7 +519,7 @@
desc = "A remote control switch for polarized windows."
var/range = 7
var/id = 0
var/active = 0
var/active = FALSE
/obj/machinery/button/windowtint/Initialize(mapload, w_dir = null)
. = ..()
@@ -684,7 +684,7 @@
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
icon_state = "tinted_window-0"
base_icon_state = "tinted_window"
opacity = 1
opacity = TRUE
/obj/structure/window/full/reinforced/ice
icon = 'icons/obj/smooth_structures/rice_window.dmi'