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Code Readability - Structures (#18273)
* structures * requested changes
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@@ -22,7 +22,7 @@
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desc = "Used to keep bodies in until someone fetches them."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue"
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density = 1
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density = TRUE
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max_integrity = 400
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dir = EAST
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var/obj/structure/m_tray/connected = null
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@@ -34,7 +34,7 @@
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NOT_BODY = "The tray contains something that is not a body.",
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GHOST_CONNECTED = "The tray contains a body that might be responsive."
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)
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anchored = 1.0
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anchored = TRUE
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var/open_sound = 'sound/items/deconstruct.ogg'
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var/status
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@@ -182,10 +182,10 @@
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desc = "Apply corpse before closing. May float away in no-gravity."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue_tray"
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density = 1
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density = TRUE
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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anchored = TRUE
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pass_flags = LETPASSTHROW
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max_integrity = 350
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@@ -246,12 +246,12 @@
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desc = "A human incinerator. Works well on barbeque nights."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema"
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density = 1
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density = TRUE
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var/obj/structure/c_tray/connected = null
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anchored = 1.0
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var/cremating = 0
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anchored = TRUE
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var/cremating = FALSE
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var/id = 1
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var/locked = 0
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var/locked = FALSE
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var/open_sound = 'sound/items/deconstruct.ogg'
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/obj/structure/crematorium/Initialize(mapload)
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@@ -296,13 +296,13 @@
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if(cremating)
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to_chat(usr, "<span class='warning'>It's locked.</span>")
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return
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if((connected) && (locked == 0))
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if(connected && !locked)
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for(var/atom/movable/A in connected.loc)
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if(!(A.anchored) && A.move_resist != INFINITY)
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A.forceMove(src)
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playsound(loc, open_sound, 50, 1)
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QDEL_NULL(connected)
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else if(locked == 0)
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else if(!locked)
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playsound(loc, open_sound, 50, 1)
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connect()
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add_fingerprint(user)
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@@ -347,8 +347,8 @@
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
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cremating = 1
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locked = 1
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cremating = TRUE
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locked = TRUE
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update()
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for(var/mob/living/M in search_contents_for(/mob/living))
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@@ -369,8 +369,8 @@
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new /obj/effect/decal/cleanable/ash(src)
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sleep(30)
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cremating = 0
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locked = 0
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cremating = FALSE
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locked = FALSE
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update()
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playsound(loc, 'sound/machines/ding.ogg', 50, 1)
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return
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@@ -406,10 +406,10 @@
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desc = "Apply body before burning."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema_tray"
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density = 1
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density = TRUE
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = 1.0
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anchored = TRUE
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pass_flags = LETPASSTHROW
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/obj/structure/c_tray/attack_hand(mob/user as mob)
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@@ -454,9 +454,9 @@
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use_power = IDLE_POWER_USE
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idle_power_usage = 100
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active_power_usage = 5000
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anchored = 1.0
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anchored = TRUE
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req_access = list(ACCESS_CREMATORIUM)
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var/on = 0
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var/on = FALSE
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var/area/area = null
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var/otherarea = null
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var/id = 1
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