Some path normalization

This commit is contained in:
Patrick Meade
2019-01-23 08:54:19 -06:00
parent 0fe6afdecb
commit b4641b7fdb
9 changed files with 29 additions and 29 deletions
+8 -8
View File
@@ -1407,27 +1407,27 @@ var/list/ghostteleportlocs = list()
dynamic_lighting = 0
valid_territory = FALSE
auxport
/area/solar/auxport
name = "\improper Fore Port Solar Array"
icon_state = "panelsA"
auxstarboard
/area/solar/auxstarboard
name = "\improper Fore Starboard Solar Array"
icon_state = "panelsA"
fore
/area/solar/fore
name = "\improper Fore Solar Array"
icon_state = "yellow"
aft
/area/solar/aft
name = "\improper Aft Solar Array"
icon_state = "aft"
starboard
/area/solar/starboard
name = "\improper Aft Starboard Solar Array"
icon_state = "panelsS"
port
/area/solar/port
name = "\improper Aft Port Solar Array"
icon_state = "panelsP"
@@ -1756,7 +1756,7 @@ var/list/ghostteleportlocs = list()
name = "\improper Head of Security's Office"
icon_state = "sec_hos"
area/security/podbay
/area/security/podbay
name = "\improper Security Podbay"
icon_state = "securitypodbay"
@@ -1848,7 +1848,7 @@ area/security/podbay
name = "\improper Mech Bay"
icon_state = "yellow"
/area/janitor/
/area/janitor
name = "\improper Custodial Closet"
icon_state = "janitor"
+1 -1
View File
@@ -1,4 +1,4 @@
/obj/machinery/computer/arcade/
/obj/machinery/computer/arcade
name = "random arcade"
desc = "random arcade machine"
icon = 'icons/obj/computer.dmi'
+1 -1
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@@ -651,7 +651,7 @@ to destroy them and players will be able to make replacements.
build_path = /obj/machinery/power/port_gen/pacman/mrs
origin_tech = "programming=3;powerstorage=4;engineering=4;plasmatech=4"
obj/item/circuitboard/rdserver
/obj/item/circuitboard/rdserver
name = "Circuit Board (R&D Server)"
build_path = /obj/machinery/r_n_d/server
board_type = "machine"
+6 -6
View File
@@ -94,32 +94,32 @@
T.reconsider_lights()
update_freelook_sight()
/obj/machinery/door/poddoor/multi_tile/four_tile_ver/
/obj/machinery/door/poddoor/multi_tile/four_tile_ver
icon = 'icons/obj/doors/1x4blast_vert.dmi'
width = 4
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/three_tile_ver/
/obj/machinery/door/poddoor/multi_tile/three_tile_ver
icon = 'icons/obj/doors/1x3blast_vert.dmi'
width = 3
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/two_tile_ver/
/obj/machinery/door/poddoor/multi_tile/two_tile_ver
icon = 'icons/obj/doors/1x2blast_vert.dmi'
width = 2
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/four_tile_hor/
/obj/machinery/door/poddoor/multi_tile/four_tile_hor
icon = 'icons/obj/doors/1x4blast_hor.dmi'
width = 4
dir = EAST
/obj/machinery/door/poddoor/multi_tile/three_tile_hor/
/obj/machinery/door/poddoor/multi_tile/three_tile_hor
icon = 'icons/obj/doors/1x3blast_hor.dmi'
width = 3
dir = EAST
/obj/machinery/door/poddoor/multi_tile/two_tile_hor/
/obj/machinery/door/poddoor/multi_tile/two_tile_hor
icon = 'icons/obj/doors/1x2blast_hor.dmi'
width = 2
dir = EAST
+2 -2
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@@ -115,7 +115,7 @@
if(R.rcell.give(R.rcell.chargerate))
use_power(200)
using_power = 1
if(istype(charging, /obj/item/bodyanalyzer))
var/obj/item/bodyanalyzer/B = charging
if(B.power_supply)
@@ -154,7 +154,7 @@
icon_state = icon_state_idle
// Atlantis: No need for that copy-pasta code, just use var to store icon_states instead.
obj/machinery/recharger/wallcharger
/obj/machinery/recharger/wallcharger
name = "wall recharger"
icon_state = "wrecharger0"
icon_state_off = "wrechargeroff"
@@ -142,7 +142,7 @@
attack_self(usr)
//Bananalamp
obj/item/flashlight/lamp/bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
@@ -381,4 +381,4 @@ obj/item/flashlight/lamp/bananalamp
anchored = TRUE
var/range = null
unacidable = TRUE
burn_state = LAVA_PROOF
burn_state = LAVA_PROOF
+6 -6
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@@ -9,7 +9,7 @@
var/icon/virtualIcon
var/list/bulletholes = list()
Destroy()
/obj/item/target/Destroy()
// if a target is deleted and associated with a stake, force stake to forget
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
@@ -18,7 +18,7 @@
break
return ..() // delete target
Move()
/obj/item/target/Move()
..()
// After target moves, check for nearby stakes. If associated, move to target
for(var/obj/structure/target_stake/M in view(3,src))
@@ -32,7 +32,7 @@
attackby(obj/item/W as obj, mob/user as mob, params)
/obj/item/target/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0, user))
@@ -41,7 +41,7 @@
return
attack_hand(mob/user as mob)
/obj/item/target/attack_hand(mob/user as mob)
// taking pinned targets off!
var/obj/structure/target_stake/stake
for(var/obj/structure/target_stake/T in view(3,src))
@@ -70,11 +70,11 @@
else
..()
syndicate
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600 // i guess syndie targets are sturdier?
alien
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350 // alium onest too kinda
+2 -2
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@@ -89,7 +89,7 @@
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("jabbed","stabbed","ripped")
obj/item/wirerod
/obj/item/wirerod
name = "Wired rod"
desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
icon_state = "wiredrod"
@@ -101,7 +101,7 @@ obj/item/wirerod
materials = list(MAT_METAL=1150, MAT_GLASS=75)
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
obj/item/wirerod/attackby(obj/item/I, mob/user, params)
/obj/item/wirerod/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/shard))
var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear
+1 -1
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@@ -1,5 +1,5 @@
/////SINGULARITY SPAWNER
/obj/machinery/the_singularitygen/
/obj/machinery/the_singularitygen
name = "Gravitational Singularity Generator"
desc = "An odd device which produces a Gravitational Singularity when set up."
icon = 'icons/obj/singularity.dmi'