diff --git a/code/game/objects/structures/aliens.dm b/code/game/objects/structures/aliens.dm index 9fd2793a41d..dc22df206bb 100644 --- a/code/game/objects/structures/aliens.dm +++ b/code/game/objects/structures/aliens.dm @@ -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) diff --git a/code/game/objects/structures/barsign.dm b/code/game/objects/structures/barsign.dm index 14321a5d6ed..f0541acffd5 100644 --- a/code/game/objects/structures/barsign.dm +++ b/code/game/objects/structures/barsign.dm @@ -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, "You open the maintenance panel.") set_sign(new /datum/barsign/hiddensigns/signoff) - panel_open = 1 + panel_open = TRUE else to_chat(user, "You close the maintenance panel.") 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, "You replace the burnt wiring.") - broken = 0 + broken = FALSE else to_chat(user, "You need at least two lengths of cable!") 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) diff --git a/code/game/objects/structures/bedsheet_bin.dm b/code/game/objects/structures/bedsheet_bin.dm index e1cac697e42..40af22ade2c 100644 --- a/code/game/objects/structures/bedsheet_bin.dm +++ b/code/game/objects/structures/bedsheet_bin.dm @@ -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 diff --git a/code/game/objects/structures/curtains.dm b/code/game/objects/structures/curtains.dm index da8b0f48476..8a884d9af6a 100644 --- a/code/game/objects/structures/curtains.dm +++ b/code/game/objects/structures/curtains.dm @@ -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) diff --git a/code/game/objects/structures/depot.dm b/code/game/objects/structures/depot.dm index 992b874154d..919d8c2ea70 100644 --- a/code/game/objects/structures/depot.dm +++ b/code/game/objects/structures/depot.dm @@ -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 diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm index 161f507158c..0ba1faa2033 100644 --- a/code/game/objects/structures/door_assembly.dm +++ b/code/game/objects/structures/door_assembly.dm @@ -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 diff --git a/code/game/objects/structures/dresser.dm b/code/game/objects/structures/dresser.dm index 73f8bbfff41..3775ac87fb0 100644 --- a/code/game/objects/structures/dresser.dm +++ b/code/game/objects/structures/dresser.dm @@ -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 diff --git a/code/game/objects/structures/engicart.dm b/code/game/objects/structures/engicart.dm index 52e1d0ca8e1..1ed5c86fa83 100644 --- a/code/game/objects/structures/engicart.dm +++ b/code/game/objects/structures/engicart.dm @@ -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.", \ " You have tightened \the [src]'s casters.", \ "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.", \ " You have loosened \the [src]'s casters.", \ "You hear ratchet.") - anchored = 0 + anchored = FALSE else to_chat(usr, "You cannot interface your modules [src]!") diff --git a/code/game/objects/structures/extinguisher.dm b/code/game/objects/structures/extinguisher.dm index 98d4f8fe2e3..360342384a3 100644 --- a/code/game/objects/structures/extinguisher.dm +++ b/code/game/objects/structures/extinguisher.dm @@ -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, "You take [has_extinguisher] from [src].") 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, "You telekinetically remove [has_extinguisher] from [src].") 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 diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index e7814966263..853a1bf3310 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -47,7 +47,7 @@ return "It looks heavily damaged." /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 */ diff --git a/code/game/objects/structures/flora.dm b/code/game/objects/structures/flora.dm index bd98c160d01..1937ba8e008 100644 --- a/code/game/objects/structures/flora.dm +++ b/code/game/objects/structures/flora.dm @@ -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) diff --git a/code/game/objects/structures/fluff.dm b/code/game/objects/structures/fluff.dm index 4f09b36fe81..3b06fcadf57 100644 --- a/code/game/objects/structures/fluff.dm +++ b/code/game/objects/structures/fluff.dm @@ -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) diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 0a3dbb928bc..b2b4efb1d8e 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -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 diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index f9e8eb55293..4967428ff4f 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -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 diff --git a/code/game/objects/structures/inflatable.dm b/code/game/objects/structures/inflatable.dm index 01115cf038b..ae523a22144 100644 --- a/code/game/objects/structures/inflatable.dm +++ b/code/game/objects/structures/inflatable.dm @@ -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.
\ @@ -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" diff --git a/code/game/objects/structures/janicart.dm b/code/game/objects/structures/janicart.dm index 7cd8f5c1917..bfae20cf65c 100644 --- a/code/game/objects/structures/janicart.dm +++ b/code/game/objects/structures/janicart.dm @@ -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.", \ " You have tightened \the [src]'s casters.", \ "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.", \ " You have loosened \the [src]'s casters.", \ "You hear ratchet.") - anchored = 0 + anchored = FALSE else if(mybag) mybag.attackby(I, user, params) else diff --git a/code/game/objects/structures/kitchen_spike.dm b/code/game/objects/structures/kitchen_spike.dm index 99c6ff77634..6bca29d5448 100644 --- a/code/game/objects/structures/kitchen_spike.dm +++ b/code/game/objects/structures/kitchen_spike.dm @@ -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, "You unwrench [src] from the floor.") - anchored = 0 + anchored = FALSE else to_chat(user, "You wrench [src] into place.") - 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 diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index c04f10b6f04..41f568e6a54 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -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() diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm index 211b1976d2d..725b557a78b 100644 --- a/code/game/objects/structures/mirror.dm +++ b/code/game/objects/structures/mirror.dm @@ -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() diff --git a/code/game/objects/structures/misc.dm b/code/game/objects/structures/misc.dm index 980cc1384b4..3ffe19d89d4 100644 --- a/code/game/objects/structures/misc.dm +++ b/code/game/objects/structures/misc.dm @@ -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 diff --git a/code/game/objects/structures/mop_bucket.dm b/code/game/objects/structures/mop_bucket.dm index a99832bae49..a1bc67571ae 100644 --- a/code/game/objects/structures/mop_bucket.dm +++ b/code/game/objects/structures/mop_bucket.dm @@ -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 diff --git a/code/game/objects/structures/morgue.dm b/code/game/objects/structures/morgue.dm index 2ddcc10d3cc..5b1df6272fe 100644 --- a/code/game/objects/structures/morgue.dm +++ b/code/game/objects/structures/morgue.dm @@ -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, "It's locked.") 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("You hear a roar as the crematorium activates.", 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 diff --git a/code/game/objects/structures/noticeboard.dm b/code/game/objects/structures/noticeboard.dm index 64a0361dc5d..8d980204638 100644 --- a/code/game/objects/structures/noticeboard.dm +++ b/code/game/objects/structures/noticeboard.dm @@ -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 diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm index 9ba89bc1337..3bbdae2e3bf 100644 --- a/code/game/objects/structures/plasticflaps.dm +++ b/code/game/objects/structures/plasticflaps.dm @@ -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 diff --git a/code/game/objects/structures/reflector.dm b/code/game/objects/structures/reflector.dm index 95fbc0fe3f1..cc6e3d2f824 100644 --- a/code/game/objects/structures/reflector.dm +++ b/code/game/objects/structures/reflector.dm @@ -3,10 +3,10 @@ icon = 'icons/obj/stock_parts.dmi' icon_state = "box_0" desc = "A frame to create a reflector.\nUse 5 sheets of glass to create a 1 way reflector.\nUse 10 sheets of reinforced glass to create a 2 way reflector.\nUse 1 diamond to create a reflector cube." - 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), diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index cb07e0422c1..3d2f300a174 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -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) diff --git a/code/game/objects/structures/spirit_board.dm b/code/game/objects/structures/spirit_board.dm index 7ee9097aac5..f389fc0086a 100644 --- a/code/game/objects/structures/spirit_board.dm +++ b/code/game/objects/structures/spirit_board.dm @@ -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" diff --git a/code/game/objects/structures/statues.dm b/code/game/objects/structures/statues.dm index 15874e0c812..89b52fbe178 100644 --- a/code/game/objects/structures/statues.dm +++ b/code/game/objects/structures/statues.dm @@ -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 diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index fb95b3b0e87..3207f1c8581 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -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 diff --git a/code/game/objects/structures/tank_dispenser.dm b/code/game/objects/structures/tank_dispenser.dm index 8748ab570fd..3413f97a732 100644 --- a/code/game/objects/structures/tank_dispenser.dm +++ b/code/game/objects/structures/tank_dispenser.dm @@ -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, "You lean down and unwrench [src].") - anchored = 0 + anchored = FALSE else to_chat(user, "You wrench [src] into place.") - anchored = 1 + anchored = TRUE return return ..() diff --git a/code/game/objects/structures/target_stake.dm b/code/game/objects/structures/target_stake.dm index 30e6e13cdc6..503101e02b7 100644 --- a/code/game/objects/structures/target_stake.dm +++ b/code/game/objects/structures/target_stake.dm @@ -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 diff --git a/code/game/objects/structures/transit_tubes/transit_tube.dm b/code/game/objects/structures/transit_tubes/transit_tube.dm index 650df02c59b..9ccd1677ad6 100644 --- a/code/game/objects/structures/transit_tubes/transit_tube.dm +++ b/code/game/objects/structures/transit_tubes/transit_tube.dm @@ -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 diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index 4aa00855464..d82862fd8d1 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -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("[user] disconnects [src]!", "You disconnect [src]!") - anchored = 0 + anchored = FALSE if("Connect") user.visible_message("[user] starts connecting [src].", "You begin connecting [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") - 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("[user] disconnects [src]!", "You disconnect [src]!") - anchored = 0 + anchored = FALSE pixel_x = 0 pixel_y = 0 else @@ -236,7 +236,7 @@ if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") - 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("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...", \ "You start washing your [washing_face ? "face" : "hands"]...") - busy = 1 + busy = TRUE if(!do_after(user, 40, target = src)) - busy = 0 + busy = FALSE return - busy = 0 + busy = FALSE user.visible_message("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].", \ "You wash your [washing_face ? "face" : "hands"] using [src].") @@ -513,10 +513,10 @@ to_chat(user, "[src] isn't connected, wrench it into position first!") 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("[user] finishes building a new [result_name]!", "You finish building a new [result_name]!") var/obj/structure/S = new result(T) - S.anchored = 0 + S.anchored = FALSE S.dir = user.dir S.update_icon() user.unEquip(src, 1) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index e8b65a7129a..2b56830ef29 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -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'