diff --git a/code/game/machinery/Beacon.dm b/code/game/machinery/Beacon.dm
index 6833c49a63c..b3516470bdc 100644
--- a/code/game/machinery/Beacon.dm
+++ b/code/game/machinery/Beacon.dm
@@ -6,10 +6,10 @@
level = 1 // underfloor
layer = WIRE_LAYER
plane = FLOOR_PLANE
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 0
- var/syndicate = 0
+ var/syndicate = FALSE
var/area_bypass = FALSE
var/obj/item/radio/beacon/Beacon
var/enabled = TRUE
diff --git a/code/game/machinery/OpTable.dm b/code/game/machinery/OpTable.dm
index 6ab6aeef60d..16c001bce66 100644
--- a/code/game/machinery/OpTable.dm
+++ b/code/game/machinery/OpTable.dm
@@ -3,8 +3,8 @@
desc = "Used for advanced medical procedures."
icon = 'icons/obj/surgery.dmi'
icon_state = "table2-idle"
- density = 1
- anchored = 1.0
+ density = TRUE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 1
active_power_usage = 5
diff --git a/code/game/machinery/PDApainter.dm b/code/game/machinery/PDApainter.dm
index f879a7fe372..1eca027330f 100644
--- a/code/game/machinery/PDApainter.dm
+++ b/code/game/machinery/PDApainter.dm
@@ -3,8 +3,8 @@
desc = "A PDA painting machine. To use, simply insert your PDA and choose the desired preset paint scheme."
icon = 'icons/obj/pda.dmi'
icon_state = "pdapainter"
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
max_integrity = 200
var/obj/item/pda/storedpda = null
var/list/colorlist = list()
diff --git a/code/game/machinery/Sleeper.dm b/code/game/machinery/Sleeper.dm
index 9a13820528e..9d2f894634d 100644
--- a/code/game/machinery/Sleeper.dm
+++ b/code/game/machinery/Sleeper.dm
@@ -9,8 +9,8 @@
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper-open"
var/base_icon = "sleeper"
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
dir = WEST
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
var/mob/living/carbon/human/occupant = null
diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm
index 5028f082b4a..f7654b71c3c 100644
--- a/code/game/machinery/autolathe.dm
+++ b/code/game/machinery/autolathe.dm
@@ -6,18 +6,18 @@
name = "autolathe"
desc = "It produces items using metal and glass."
icon_state = "autolathe"
- density = 1
+ density = TRUE
var/operating = 0.0
var/list/queue = list()
var/queue_max_len = 12
var/turf/BuildTurf
- anchored = 1.0
+ anchored = TRUE
var/list/L = list()
var/list/LL = list()
- var/hacked = 0
- var/disabled = 0
- var/shocked = 0
+ var/hacked = FALSE
+ var/disabled = FALSE
+ var/shocked = FALSE
var/hack_wire
var/disable_wire
var/shock_wire
diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm
index 0e14964527c..318c0757e0e 100644
--- a/code/game/machinery/buttons.dm
+++ b/code/game/machinery/buttons.dm
@@ -9,9 +9,9 @@
icon_state = "launcherbtt"
desc = "A remote control switch for a mass driver."
var/id_tag = "default"
- var/active = 0
+ var/active = FALSE
settagwhitelist = list("id_tag", "logic_id_tag")
- anchored = 1.0
+ anchored = TRUE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
@@ -19,7 +19,7 @@
resistance_flags = LAVA_PROOF | FIRE_PROOF
var/range = 7
var/logic_id_tag = "default" //Defines the ID tag to send logic signals to, so you don't have to unlink from doors and stuff
- var/logic_connect = 0 //Set this to allow the button to send out logic signals when pressed in addition to normal stuff
+ var/logic_connect = FALSE //Set this to allow the button to send out logic signals when pressed in addition to normal stuff
/obj/machinery/button/indestructible
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -103,7 +103,7 @@
launch_sequence()
/obj/machinery/driver_button/proc/launch_sequence()
- active = 1
+ active = TRUE
icon_state = "launcheract"
if(logic_connect)
@@ -145,7 +145,7 @@
return
icon_state = "launcherbtt"
- active = 0
+ active = FALSE
/obj/machinery/driver_button/multitool_topic(mob/user, list/href_list, obj/O)
..()
@@ -162,8 +162,8 @@
icon_state = "launcherbtt"
desc = "A remote control switch for a mounted igniter."
var/id = null
- var/active = 0
- anchored = 1.0
+ var/active = FALSE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
@@ -183,7 +183,7 @@
use_power(5)
- active = 1
+ active = TRUE
icon_state = "launcheract"
for(var/obj/machinery/sparker/M in GLOB.machines)
@@ -200,4 +200,4 @@
sleep(50)
icon_state = "launcherbtt"
- active = 0
+ active = FALSE
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index e9fc6de202f..dbf19e21626 100644
--- a/code/game/machinery/camera/camera.dm
+++ b/code/game/machinery/camera/camera.dm
@@ -16,7 +16,7 @@
var/list/network = list("SS13")
var/c_tag = null
var/c_tag_order = 999
- var/status = 1
+ var/status = TRUE
anchored = TRUE
var/start_active = FALSE //If it ignores the random chance to start broken on round start
var/invuln = null
@@ -40,7 +40,7 @@
wires = new(src)
assembly = new(src)
assembly.state = 4
- assembly.anchored = 1
+ assembly.anchored = TRUE
assembly.update_icon()
GLOB.cameranet.cameras += src
@@ -386,7 +386,7 @@
/obj/machinery/camera/portable/Initialize(mapload)
. = ..()
assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
- assembly.anchored = 0
+ assembly.anchored = FALSE
assembly.update_icon()
/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
diff --git a/code/game/machinery/camera/tracking.dm b/code/game/machinery/camera/tracking.dm
index b67357fead3..260973d20b6 100644
--- a/code/game/machinery/camera/tracking.dm
+++ b/code/game/machinery/camera/tracking.dm
@@ -173,12 +173,12 @@
var/mob/living/silicon/ai/U = usr
U.cameraFollow = target
- U.tracking = 1
+ U.tracking = TRUE
to_chat(U, "Attempting to track [target.get_visible_name()]...")
sleep(min(30, get_dist(target, U.eyeobj) / 4))
spawn(15) //give the AI a grace period to stop moving.
- U.tracking = 0
+ U.tracking = FALSE
if(!target || !target.can_track(usr))
to_chat(U, "Target is not near any active cameras.")
@@ -194,14 +194,14 @@
return
if(!target.can_track(usr))
- U.tracking = 1
+ U.tracking = TRUE
if(!cameraticks)
to_chat(U, "Target is not near any active cameras. Attempting to reacquire...")
cameraticks++
if(cameraticks > 9)
U.cameraFollow = null
to_chat(U, "Unable to reacquire, cancelling track...")
- U.tracking = 0
+ U.tracking = FALSE
return
else
sleep(10)
@@ -209,7 +209,7 @@
else
cameraticks = 0
- U.tracking = 0
+ U.tracking = FALSE
if(U.eyeobj)
U.eyeobj.setLoc(get_turf(target))
diff --git a/code/game/machinery/cell_charger.dm b/code/game/machinery/cell_charger.dm
index 675d18ebb32..6e8c7f4e094 100644
--- a/code/game/machinery/cell_charger.dm
+++ b/code/game/machinery/cell_charger.dm
@@ -3,7 +3,7 @@
desc = "It charges power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger0"
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 60
diff --git a/code/game/machinery/cloning.dm b/code/game/machinery/cloning.dm
index d62a6c9eb26..deb4f9f24b7 100644
--- a/code/game/machinery/cloning.dm
+++ b/code/game/machinery/cloning.dm
@@ -68,7 +68,7 @@ GLOBAL_LIST_INIT(cloner_biomass_items, list(\
countdown = new(src)
Radio = new /obj/item/radio(src)
- Radio.listening = 0
+ Radio.listening = FALSE
Radio.config(list("Medical" = 0))
component_parts = list()
diff --git a/code/game/machinery/constructable_frame.dm b/code/game/machinery/constructable_frame.dm
index 3771f2a0665..1bcd87b81e6 100644
--- a/code/game/machinery/constructable_frame.dm
+++ b/code/game/machinery/constructable_frame.dm
@@ -2,8 +2,8 @@
name = "machine frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
use_power = NO_POWER_USE
max_integrity = 250
var/obj/item/circuitboard/circuit = null
diff --git a/code/game/machinery/cryopod.dm b/code/game/machinery/cryopod.dm
index 0cc913f677e..af54c6c29bb 100644
--- a/code/game/machinery/cryopod.dm
+++ b/code/game/machinery/cryopod.dm
@@ -19,8 +19,8 @@
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "cellconsole"
circuit = /obj/item/circuitboard/cryopodcontrol
- density = 0
- interact_offline = 1
+ density = FALSE
+ interact_offline = TRUE
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) //Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags = NODECONSTRUCT
@@ -39,7 +39,7 @@
var/storage_type = "crewmembers"
var/storage_name = "Cryogenic Oversight Control"
- var/allow_items = 1
+ var/allow_items = TRUE
/obj/machinery/computer/cryopod/Initialize(mapload)
@@ -185,8 +185,8 @@
desc = "A man-sized pod for entering suspended animation."
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "bodyscanner-open"
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags = NODECONSTRUCT
dir = WEST
@@ -687,7 +687,7 @@
storage_type = "cyborgs"
storage_name = "Robotic Storage Control"
- allow_items = 0
+ allow_items = FALSE
/obj/machinery/cryopod/robot
name = "robotic storage unit"
diff --git a/code/game/machinery/doppler_array.dm b/code/game/machinery/doppler_array.dm
index d27ad7d86df..8147095aef0 100644
--- a/code/game/machinery/doppler_array.dm
+++ b/code/game/machinery/doppler_array.dm
@@ -5,8 +5,8 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
desc = "A highly precise directional sensor array which measures the release of quants from decaying tachyons. The doppler shifting of the mirror-image formed by these quants can reveal the size, location and temporal affects of energetic disturbances within a large radius ahead of the array."
icon = 'icons/obj/machines/research.dmi'
icon_state = "tdoppler"
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
atom_say_verb = "states coldly"
var/list/logged_explosions = list()
var/explosion_target
diff --git a/code/game/machinery/embedded_controller/embedded_controller_base.dm b/code/game/machinery/embedded_controller/embedded_controller_base.dm
index 2a049958488..8e12c17bf7e 100644
--- a/code/game/machinery/embedded_controller/embedded_controller_base.dm
+++ b/code/game/machinery/embedded_controller/embedded_controller_base.dm
@@ -2,12 +2,12 @@
var/datum/computer/file/embedded_program/program //the currently executing program
name = "Embedded Controller"
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
- var/on = 1
+ var/on = TRUE
/obj/machinery/embedded_controller/proc/post_signal(datum/signal/signal, comm_line)
return 0
@@ -41,7 +41,7 @@
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
power_channel = ENVIRON
- density = 0
+ density = FALSE
var/id_tag
//var/radio_power_use = 50 //power used to xmit signals
diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm
index 3769521130a..40b17ff6bb3 100644
--- a/code/game/machinery/firealarm.dm
+++ b/code/game/machinery/firealarm.dm
@@ -11,12 +11,12 @@ FIRE ALARM
desc = "\"Pull this in case of emergency\". Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "firealarm_on"
- var/detecting = 1.0
- var/working = 1.0
+ var/detecting = TRUE
+ var/working = TRUE
var/time = 10.0
var/timing = 0.0
var/lockdownbyai = 0
- anchored = 1.0
+ anchored = TRUE
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
@@ -30,7 +30,7 @@ FIRE ALARM
light_range = 7
light_color = "#ff3232"
- var/wiresexposed = 0
+ var/wiresexposed = FALSE
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/report_fire_alarms = TRUE // Should triggered fire alarms also trigger an actual alarm?
diff --git a/code/game/machinery/flasher.dm b/code/game/machinery/flasher.dm
index 0ea1d295bbf..077fe0b48ff 100644
--- a/code/game/machinery/flasher.dm
+++ b/code/game/machinery/flasher.dm
@@ -10,20 +10,20 @@
damage_deflection = 10
var/id = null
var/range = 2 //this is roughly the size of brig cell
- var/disable = 0
+ var/disable = FALSE
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 10 SECONDS //How weakened targets are when flashed.
var/base_state = "mflash"
- anchored = 1
+ anchored = TRUE
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1"
strength = 4
- anchored = 0
+ anchored = FALSE
base_state = "pflash"
- density = 1
+ density = TRUE
/obj/machinery/flasher/portable/ComponentInitialize()
. = ..()
@@ -114,8 +114,8 @@
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
var/id = null
- var/active = 0
- anchored = 1.0
+ var/active = FALSE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
@@ -135,7 +135,7 @@
use_power(5)
- active = 1
+ active = TRUE
icon_state = "launcheract"
for(var/obj/machinery/flasher/M in GLOB.machines)
@@ -146,4 +146,4 @@
sleep(50)
icon_state = "launcherbtt"
- active = 0
+ active = FALSE
diff --git a/code/game/machinery/floodlight.dm b/code/game/machinery/floodlight.dm
index b4babfbabfd..8c4df9e9efa 100644
--- a/code/game/machinery/floodlight.dm
+++ b/code/game/machinery/floodlight.dm
@@ -144,6 +144,6 @@
return ..()
/obj/machinery/floodlight/extinguish_light()
- on = 0
+ on = FALSE
set_light(0)
update_icon()
diff --git a/code/game/machinery/gameboard.dm b/code/game/machinery/gameboard.dm
index 427bc033c4f..e631d30dcb6 100644
--- a/code/game/machinery/gameboard.dm
+++ b/code/game/machinery/gameboard.dm
@@ -3,8 +3,8 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gboard_on"
desc = "A holographic table allowing the crew to have fun(TM) on boring shifts! One player per board."
- density = 1
- anchored = 1
+ density = TRUE
+ anchored = TRUE
use_power = IDLE_POWER_USE
var/cooling_down = 0
light_color = LIGHT_COLOR_LIGHTBLUE
diff --git a/code/game/machinery/guestpass.dm b/code/game/machinery/guestpass.dm
index 2292b20728a..87413aa5ce6 100644
--- a/code/game/machinery/guestpass.dm
+++ b/code/game/machinery/guestpass.dm
@@ -36,7 +36,7 @@
icon_state = "guest"
icon_screen = "pass"
icon_keyboard = null
- density = 0
+ density = FALSE
var/obj/item/card/id/scan
diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm
index 702d583c33d..ec2fdbfcf88 100644
--- a/code/game/machinery/hologram.dm
+++ b/code/game/machinery/hologram.dm
@@ -39,7 +39,7 @@ GLOBAL_LIST_EMPTY(holopads)
name = "holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 100
@@ -363,10 +363,10 @@ GLOBAL_LIST_EMPTY(holopads)
hologram.alpha = 100
hologram.Impersonation = user
- hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
- hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
- hologram.anchored = 1//So space wind cannot drag it.
- hologram.name = "[user.name] (hologram)"//If someone decides to right click.
+ hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT //So you can't click on it.
+ hologram.layer = FLY_LAYER //Above all the other objects/mobs. Or the vast majority of them.
+ hologram.anchored = TRUE //So space wind cannot drag it.
+ hologram.name = "[user.name] (hologram)" //If someone decides to right click.
hologram.set_light(2) //hologram lighting
move_hologram()
diff --git a/code/game/machinery/holosign.dm b/code/game/machinery/holosign.dm
index aa541ec8619..ca62fab70ad 100644
--- a/code/game/machinery/holosign.dm
+++ b/code/game/machinery/holosign.dm
@@ -5,8 +5,8 @@
icon = 'icons/obj/holosign.dmi'
icon_state = "sign_off"
layer = 4
- anchored = 1
- var/lit = 0
+ anchored = TRUE
+ var/lit = FALSE
var/id = null
var/on_icon = "sign_on"
@@ -24,7 +24,7 @@
/obj/machinery/holosign/power_change()
if(stat & NOPOWER)
- lit = 0
+ lit = FALSE
update_icon()
/obj/machinery/holosign/surgery
@@ -39,8 +39,8 @@
icon_state = "light0"
desc = "A remote control switch for holosign."
var/id = null
- var/active = 0
- anchored = 1.0
+ var/active = FALSE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm
index 693148c44ce..41eeffffc18 100755
--- a/code/game/machinery/igniter.dm
+++ b/code/game/machinery/igniter.dm
@@ -60,10 +60,10 @@
var/disable = FALSE
var/last_spark = FALSE
var/base_state = "migniter"
- anchored = 1
+ anchored = TRUE
/obj/machinery/sparker/power_change()
- if( powered() && disable == 0 )
+ if(powered() && !disable)
stat &= ~NOPOWER
icon_state = "[base_state]"
// src.sd_set_light(2)
diff --git a/code/game/machinery/lightswitch.dm b/code/game/machinery/lightswitch.dm
index 22751575b04..68304cdedec 100644
--- a/code/game/machinery/lightswitch.dm
+++ b/code/game/machinery/lightswitch.dm
@@ -6,15 +6,15 @@
desc = "It turns lights on and off. What are you, simple?"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
- anchored = 1.0
- var/on = 1
+ anchored = TRUE
+ var/on = TRUE
var/area/area = null
var/otherarea = null
// luminosity = 1
settagwhitelist = list("logic_id_tag")
- var/light_connect = 1 //Allows the switch to control lights in its associated areas. When set to 0, using the switch won't affect the lights.
+ var/light_connect = TRUE //Allows the switch to control lights in its associated areas. When set to FALSE, using the switch won't affect the lights.
var/logic_id_tag = "default" //Defines the ID tag to send logic signals to.
- var/logic_connect = 0 //Set this to allow the switch to send out logic signals.
+ var/logic_connect = FALSE //Set this to allow the switch to send out logic signals.
/obj/machinery/light_switch/New(turf/loc, w_dir=null)
diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm
index 0e858affad3..bc9fb4653a2 100644
--- a/code/game/machinery/machinery.dm
+++ b/code/game/machinery/machinery.dm
@@ -112,9 +112,9 @@ Class Procs:
var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames.
var/uid
var/global/gl_uid = 1
- var/panel_open = 0
+ var/panel_open = FALSE
var/area/myArea
- var/interact_offline = 0 // Can the machine be interacted with while de-powered.
+ var/interact_offline = FALSE // Can the machine be interacted with while de-powered.
var/list/settagwhitelist // (Init this list if needed) WHITELIST OF VARIABLES THAT THE set_tag HREF CAN MODIFY, DON'T PUT SHIT YOU DON'T NEED ON HERE, AND IF YOU'RE GONNA USE set_tag (format_tag() proc), ADD TO THIS LIST.
atom_say_verb = "beeps"
var/siemens_strength = 0.7 // how badly will it shock you?
@@ -446,11 +446,11 @@ Class Procs:
return FALSE
if(!(flags & NODECONSTRUCT))
if(!panel_open)
- panel_open = 1
+ panel_open = TRUE
icon_state = icon_state_open
to_chat(user, "You open the maintenance hatch of [src].")
else
- panel_open = 0
+ panel_open = FALSE
icon_state = icon_state_closed
to_chat(user, "You close the maintenance hatch of [src].")
I.play_tool_sound(user, I.tool_volume)
diff --git a/code/game/machinery/magnet.dm b/code/game/machinery/magnet.dm
index 9e2826a9bb9..15636bb9383 100644
--- a/code/game/machinery/magnet.dm
+++ b/code/game/machinery/magnet.dm
@@ -12,7 +12,7 @@
desc = "A device that uses station power to create points of magnetic energy."
level = 1 // underfloor
layer = WIRE_LAYER+0.001
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
@@ -21,8 +21,8 @@
var/magnetic_field = 1 // the range of magnetic attraction
var/code = 0 // frequency code, they should be different unless you have a group of magnets working together or something
var/turf/center // the center of magnetic attraction
- var/on = 0
- var/magpulling = 0
+ var/on = FALSE
+ var/magpulling = FALSE
// x, y modifiers to the center turf; (0, 0) is centered on the magnet, whereas (1, -1) is one tile right, one tile down
var/center_x = 0
@@ -124,7 +124,7 @@
/obj/machinery/magnetic_module/process()
if(stat & NOPOWER)
- on = 0
+ on = FALSE
// Sanity checks:
if(electricity_level <= 0)
@@ -156,7 +156,7 @@
if(magpulling) return
while(on)
- magpulling = 1
+ magpulling = TRUE
center = locate(x+center_x, y+center_y, z)
if(center)
for(var/obj/M in orange(magnetic_field, center))
@@ -170,14 +170,14 @@
use_power(electricity_level * 5)
sleep(13 - electricity_level)
- magpulling = 0
+ magpulling = FALSE
/obj/machinery/magnetic_controller
name = "Magnetic Control Console"
icon = 'icons/obj/airlock_machines.dmi' // uses an airlock machine icon, THINK GREEN HELP THE ENVIRONMENT - RECYCLING!
icon_state = "airlock_control_standby"
- density = 1
- anchored = 1.0
+ density = TRUE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 45
frequency = AIRLOCK_FREQ
diff --git a/code/game/machinery/mass_driver.dm b/code/game/machinery/mass_driver.dm
index ab4ecb6ce1b..087701d5ed1 100644
--- a/code/game/machinery/mass_driver.dm
+++ b/code/game/machinery/mass_driver.dm
@@ -3,7 +3,7 @@
desc = "Shoots things into space."
icon = 'icons/obj/objects.dmi'
icon_state = "mass_driver"
- anchored = 1.0
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 50
@@ -26,7 +26,7 @@
if(do_after(user, 30 * W.toolspeed, target = src))
var/obj/machinery/mass_driver_frame/F = new(get_turf(src))
F.dir = src.dir
- F.anchored = 1
+ F.anchored = TRUE
F.build = 4
F.update_icon()
qdel(src)
@@ -68,7 +68,7 @@
/obj/machinery/mass_driver/emag_act(mob/user)
if(!emagged)
- emagged = 1
+ emagged = TRUE
to_chat(user, "You hack the Mass Driver, radically increasing the force at which it'll throw things. Better not stand in its way.")
return 1
return -1
@@ -78,13 +78,13 @@
/obj/machinery/mass_driver/bumper
name = "mass bumper"
desc = "Now you're here, now you're over there."
- density = 1
+ density = TRUE
/obj/machinery/mass_driver/bumper/Bumped(M as mob|obj)
- density = 0
+ density = FALSE
step(M, get_dir(M,src))
spawn(1)
- density = 1
+ density = TRUE
drive()
return
@@ -94,8 +94,8 @@
name = "mass driver frame"
icon = 'icons/obj/objects.dmi'
icon_state = "mass_driver_frame"
- density = 0
- anchored = 0
+ density = FALSE
+ anchored = FALSE
var/build = 0
/obj/machinery/mass_driver_frame/attackby(obj/item/W as obj, mob/user as mob)
@@ -106,7 +106,7 @@
playsound(get_turf(src), W.usesound, 50, 1)
if(do_after(user, 10 * W.toolspeed, target = src) && (build == 0))
to_chat(user, "You anchor \the [src]!")
- anchored = 1
+ anchored = TRUE
build++
return 1
return
@@ -116,7 +116,7 @@
playsound(get_turf(src), W.usesound, 50, 1)
if(do_after(user, 10 * W.toolspeed, target = src) && (build == 1))
build--
- anchored = 0
+ anchored = FALSE
to_chat(user, "You de-anchored \the [src]!")
return 1
if(2) // Welded to the floor
diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm
index 11854cb9bbf..7cfa60344e3 100644
--- a/code/game/machinery/navbeacon.dm
+++ b/code/game/machinery/navbeacon.dm
@@ -10,11 +10,11 @@
level = 1 // underfloor
layer = WIRE_LAYER
plane = FLOOR_PLANE
- anchored = 1
+ anchored = TRUE
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
- var/open = 0 // true if cover is open
- var/locked = 1 // true if controls are locked
+ var/open = FALSE // true if cover is open
+ var/locked = TRUE // true if controls are locked
var/location = "" // location response text
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
diff --git a/code/game/machinery/overview.dm b/code/game/machinery/overview.dm
index a3254458337..b8805c93792 100644
--- a/code/game/machinery/overview.dm
+++ b/code/game/machinery/overview.dm
@@ -48,17 +48,17 @@
colour = rgb(0,0,0)
else
- var/sense = 1
+ var/sense = TRUE
switch("[T.type]")
if("/turf/space")
colour = rgb(10,10,10)
- sense = 0
+ sense = FALSE
if("/turf/simulated/floor")
colour = rgb(150,150,150)
var/turf/simulated/floor/TF = T
- if(TF.burnt == 1)
- sense = 0
+ if(TF.burnt)
+ sense = FALSE
colour = rgb(130,130,130)
if("/turf/simulated/floor/engine")
@@ -197,11 +197,11 @@
colour = rgb(0,0,0)
else
- var/sense = 1
+ var/sense = TRUE
switch("[T.type]")
if("/turf/space")
colour = rgb(10,10,10)
- sense = 0
+ sense = FALSE
if("/turf/simulated/floor", "/turf/simulated/floor/engine")
var/datum/gas_mixture/environment = T.return_air()
diff --git a/code/game/machinery/pipe/construction.dm b/code/game/machinery/pipe/construction.dm
index 98eaf1ceb2e..f8e94480465 100644
--- a/code/game/machinery/pipe/construction.dm
+++ b/code/game/machinery/pipe/construction.dm
@@ -13,7 +13,7 @@
item_state = "buildpipe"
w_class = WEIGHT_CLASS_NORMAL
level = 2
- var/flipped = 0
+ var/flipped = FALSE
/obj/item/pipe/New(loc, pipe_type, dir, obj/machinery/atmospherics/make_from)
..()
@@ -114,11 +114,11 @@
var/obj/machinery/atmospherics/trinary/triP = make_from
if(istype(triP) && triP.flipped)
- src.flipped = 1
+ src.flipped = TRUE
var/obj/machinery/atmospherics/binary/circulator/circP = make_from
if(istype(circP) && circP.side == CIRC_RIGHT)
- src.flipped = 1
+ src.flipped = TRUE
else
src.pipe_type = pipe_type
diff --git a/code/game/machinery/poolcontroller.dm b/code/game/machinery/poolcontroller.dm
index 044acd8ce5d..71e4ff8cacf 100644
--- a/code/game/machinery/poolcontroller.dm
+++ b/code/game/machinery/poolcontroller.dm
@@ -9,7 +9,7 @@
desc = "A controller for the nearby pool."
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
- anchored = 1 //this is what I get for assuming /obj/machinery has anchored set to 1 by default
+ anchored = TRUE //this is what I get for assuming /obj/machinery has anchored set to 1 by default
var/list/linkedturfs = list() //List contains all of the linked pool turfs to this controller, assignment happens on New()
var/mobinpool = list() //List contains all of the mob in the pool, to prevent looping through the entire area to find mobs inside..
var/decalinpool = list() // List containing all of the cleanable decals in pool
@@ -54,7 +54,7 @@
if(!emagged) //If it is not already emagged, emag it.
to_chat(user, "You disable \the [src]'s temperature safeguards.")//Inform the mob of what emagging does.
- emagged = 1 //Set the emag var to true.
+ emagged = TRUE //Set the emag var to true.
/obj/machinery/poolcontroller/multitool_act(mob/user, obj/item/I)
. = TRUE
diff --git a/code/game/machinery/quantum_pad.dm b/code/game/machinery/quantum_pad.dm
index 9c248c7de2b..47f6746904c 100644
--- a/code/game/machinery/quantum_pad.dm
+++ b/code/game/machinery/quantum_pad.dm
@@ -3,14 +3,14 @@
desc = "A bluespace quantum-linked telepad used for teleporting objects to other quantum pads."
icon = 'icons/obj/telescience.dmi'
icon_state = "qpad-idle"
- anchored = 1
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 200
active_power_usage = 5000
var/teleport_cooldown = 400 //30 seconds base due to base parts
var/teleport_speed = 50
var/last_teleport //to handle the cooldown
- var/teleporting = 0 //if it's in the process of teleporting
+ var/teleporting = FALSE //if it's in the process of teleporting
var/power_efficiency = 1
var/obj/machinery/quantumpad/linked_pad = null
@@ -108,22 +108,22 @@
/obj/machinery/quantumpad/proc/doteleport(mob/user)
if(linked_pad)
playsound(get_turf(src), 'sound/weapons/flash.ogg', 25, 1)
- teleporting = 1
+ teleporting = TRUE
spawn(teleport_speed)
if(!src || QDELETED(src))
- teleporting = 0
+ teleporting = FALSE
return
if(stat & NOPOWER)
to_chat(user, "[src] is unpowered!")
- teleporting = 0
+ teleporting = FALSE
return
if(!linked_pad || QDELETED(linked_pad) || linked_pad.stat & NOPOWER)
to_chat(user, "Linked pad is not responding to ping. Teleport aborted.")
- teleporting = 0
+ teleporting = FALSE
return
- teleporting = 0
+ teleporting = FALSE
last_teleport = world.time
// use a lot of power
diff --git a/code/game/machinery/rechargestation.dm b/code/game/machinery/rechargestation.dm
index 9cba4cf0676..5caf5558b55 100644
--- a/code/game/machinery/rechargestation.dm
+++ b/code/game/machinery/rechargestation.dm
@@ -2,8 +2,8 @@
name = "cyborg recharging station"
icon = 'icons/obj/objects.dmi'
icon_state = "borgcharger0"
- density = 1
- anchored = 1.0
+ density = TRUE
+ anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 1000
diff --git a/code/game/machinery/recycler.dm b/code/game/machinery/recycler.dm
index 5dff319a796..212ae457c99 100644
--- a/code/game/machinery/recycler.dm
+++ b/code/game/machinery/recycler.dm
@@ -6,17 +6,19 @@
icon = 'icons/obj/recycling.dmi'
icon_state = "grinder-o0"
layer = MOB_LAYER+1 // Overhead
- anchored = 1
- density = 1
+ anchored = TRUE
+ density = TRUE
damage_deflection = 15
var/emergency_mode = FALSE // Temporarily stops machine if it detects a mob
var/icon_name = "grinder-o"
- var/blood = 0
+ var/blood = FALSE
var/eat_dir = WEST
var/amount_produced = 1
var/crush_damage = 1000
- var/eat_victim_items = 1
+ var/eat_victim_items = TRUE
var/item_recycle_sound = 'sound/machines/recycler.ogg'
+ /// For admin fun, var edit always_gib to TRUE (1)
+ var/always_gib = FALSE
/obj/machinery/recycler/Initialize(mapload)
. = ..()
@@ -75,7 +77,7 @@
/obj/machinery/recycler/emag_act(mob/user)
if(!emagged)
- emagged = 1
+ emagged = TRUE
if(emergency_mode)
emergency_mode = FALSE
update_icon()
@@ -176,7 +178,7 @@
add_mob_blood(L)
if(!blood && !issilicon(L))
- blood = 1
+ blood = TRUE
update_icon()
// Remove and recycle the equipped items
@@ -188,10 +190,9 @@
// Instantly lie down, also go unconscious from the pain, before you die.
L.Paralyse(10 SECONDS)
- // For admin fun, var edit emagged to 2.
- if(gib || emagged == 2)
+ if(gib || always_gib)
L.gib()
- else if(emagged == 1)
+ else if(emagged)
L.adjustBruteLoss(crush_damage)
@@ -230,7 +231,7 @@
/obj/machinery/recycler/deathtrap
name = "dangerous old crusher"
- emagged = 1
+ emagged = TRUE
crush_damage = 120
diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm
index a018763276c..f4280632970 100644
--- a/code/game/machinery/shieldgen.dm
+++ b/code/game/machinery/shieldgen.dm
@@ -3,9 +3,9 @@
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
- density = 1
+ density = TRUE
opacity = FALSE
- anchored = 1
+ anchored = TRUE
move_resist = INFINITY
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags_2 = RAD_NO_CONTAMINATE_2
@@ -18,7 +18,7 @@
/obj/machinery/shield/Destroy()
opacity = FALSE
- density = 0
+ density = FALSE
air_update_turf(1)
return ..()
@@ -128,14 +128,14 @@
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
- density = 1
+ density = TRUE
opacity = FALSE
- anchored = 0
+ anchored = FALSE
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(ACCESS_ENGINE)
var/const/max_health = 100
var/health = max_health
- var/active = 0
+ var/active = FALSE
var/malfunction = FALSE //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/is_open = FALSE //Whether or not the wires are exposed
@@ -151,9 +151,9 @@
if(active)
return //If it's already turned on, how did this get called?
- active = 1
+ active = TRUE
update_icon()
- anchored = 1
+ anchored = TRUE
for(var/turf/target_tile in range(2, src))
if(istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
@@ -169,7 +169,7 @@
if(!active)
return //If it's already off, how did this get called?
- active = 0
+ active = FALSE
update_icon()
QDEL_LIST(deployed_shields)
@@ -308,8 +308,8 @@
desc = "A shield generator."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "Shield_Gen"
- anchored = 0
- density = 1
+ anchored = FALSE
+ density = TRUE
req_access = list(ACCESS_TELEPORTER)
var/active = 0
var/power = 0
@@ -469,14 +469,14 @@
state = 1
playsound(loc, I.usesound, 75, 1)
to_chat(user, "You secure the external reinforcing bolts to the floor.")
- anchored = 1
+ anchored = TRUE
return
else if(state == 1)
state = 0
playsound(loc, I.usesound, 75, 1)
to_chat(user, "You undo the external reinforcing bolts.")
- anchored = 0
+ anchored = FALSE
return
if(istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
@@ -528,13 +528,13 @@
desc = "An energy shield."
icon = 'icons/effects/effects.dmi'
icon_state = "shieldwall"
- anchored = 1
- density = 1
+ anchored = TRUE
+ density = TRUE
move_resist = INFINITY
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
light_range = 3
var/needs_power = 0
- var/active = 1
+ var/active = TRUE
var/delay = 5
var/last_active
var/mob/U
diff --git a/code/game/machinery/slotmachine.dm b/code/game/machinery/slotmachine.dm
index 677fe5e7c25..15981a57ea2 100644
--- a/code/game/machinery/slotmachine.dm
+++ b/code/game/machinery/slotmachine.dm
@@ -3,10 +3,10 @@
desc = "Gambling for the antisocial."
icon = 'icons/obj/economy.dmi'
icon_state = "slots-off"
- anchored = 1
- density = 1
+ anchored = TRUE
+ density = TRUE
var/plays = 0
- var/working = 0
+ var/working = FALSE
var/datum/money_account/account = null
var/result = null
var/resultlvl = null
diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm
index 8a6f5344e92..bf53a9685b2 100644
--- a/code/game/machinery/spaceheater.dm
+++ b/code/game/machinery/spaceheater.dm
@@ -1,6 +1,6 @@
/obj/machinery/space_heater
- anchored = 0
- density = 1
+ anchored = FALSE
+ density = TRUE
icon = 'icons/obj/atmos.dmi'
icon_state = "sheater0"
name = "space heater"
@@ -8,8 +8,8 @@
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
var/obj/item/stock_parts/cell/cell
- var/on = 0
- var/open = 0
+ var/on = FALSE
+ var/open = FALSE
var/set_temperature = 50 // in celcius, add T0C for kelvin
var/heating_power = 40000
@@ -184,5 +184,5 @@
env.merge(removed)
air_update_turf()
else
- on = 0
+ on = FALSE
update_icon()
diff --git a/code/game/machinery/status_display.dm b/code/game/machinery/status_display.dm
index 81835d19c82..c5881886781 100644
--- a/code/game/machinery/status_display.dm
+++ b/code/game/machinery/status_display.dm
@@ -14,8 +14,8 @@
icon = 'icons/obj/status_display.dmi'
icon_state = "frame"
name = "status display"
- anchored = 1
- density = 0
+ anchored = TRUE
+ density = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 10
var/mode = 1 // 0 = Blank
@@ -32,10 +32,10 @@
frequency = DISPLAY_FREQ // radio frequency
- var/friendc = 0 // track if Friend Computer mode
- var/ignore_friendc = 0
+ var/friendc = FALSE // track if Friend Computer mode
+ var/ignore_friendc = FALSE
- var/spookymode = 0
+ var/spookymode = FALSE
maptext_height = 26
maptext_width = 32
@@ -66,7 +66,7 @@
remove_display()
return
if(spookymode)
- spookymode = 0
+ spookymode = FALSE
remove_display()
return
update()
@@ -200,10 +200,10 @@
icon = 'icons/obj/status_display.dmi'
icon_state = "frame"
name = "AI display"
- anchored = 1
- density = 0
+ anchored = TRUE
+ density = FALSE
- var/spookymode = 0
+ var/spookymode = FALSE
var/mode = 0 // 0 = Blank
// 1 = AI emoticon
@@ -222,7 +222,7 @@
overlays.Cut()
return
if(spookymode)
- spookymode = 0
+ spookymode = FALSE
overlays.Cut()
return
update()
diff --git a/code/game/machinery/supply_display.dm b/code/game/machinery/supply_display.dm
index 1fe7ee6e4cb..54d72e2a44c 100644
--- a/code/game/machinery/supply_display.dm
+++ b/code/game/machinery/supply_display.dm
@@ -1,6 +1,6 @@
/obj/machinery/status_display/supply_display
name = "supply status display"
- ignore_friendc = 1
+ ignore_friendc = TRUE
/obj/machinery/status_display/supply_display/update()
if(!..() && mode == STATUS_DISPLAY_CUSTOM)
diff --git a/code/game/machinery/syndicatebeacon.dm b/code/game/machinery/syndicatebeacon.dm
index cef0a62c6bd..cbc0514d107 100644
--- a/code/game/machinery/syndicatebeacon.dm
+++ b/code/game/machinery/syndicatebeacon.dm
@@ -10,11 +10,11 @@
icon = 'icons/obj/device.dmi'
icon_state = "syndbeacon"
- anchored = 1
- density = 1
+ anchored = TRUE
+ density = TRUE
var/temptext = ""
- var/selfdestructing = 0
+ var/selfdestructing = FALSE
var/charges = 1
/obj/machinery/syndicate_beacon/attack_hand(mob/user as mob)
@@ -92,7 +92,7 @@
/obj/machinery/syndicate_beacon/proc/selfdestruct()
- selfdestructing = 1
+ selfdestructing = TRUE
spawn() explosion(src.loc, rand(3,8), rand(1,3), 1, 10)
@@ -106,12 +106,12 @@
icon = 'icons/obj/singularity.dmi'
icon_state = "beacon"
- anchored = 0
- density = 1
+ anchored = FALSE
+ density = TRUE
layer = MOB_LAYER - 0.2 //so people can't hide it and it's REALLY OBVIOUS
stat = 0
- var/active = 0
+ var/active = FALSE
var/icontype = "beacon"
@@ -125,7 +125,7 @@
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
- active = 1
+ active = TRUE
START_PROCESSING(SSmachines, src)
if(user)
to_chat(user, "You activate the beacon.")
@@ -137,7 +137,7 @@
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
- active = 0
+ active = FALSE
if(user)
to_chat(user, "You deactivate the beacon.")
diff --git a/code/game/machinery/syndicatebomb.dm b/code/game/machinery/syndicatebomb.dm
index 209176e21b1..76e0690f78d 100644
--- a/code/game/machinery/syndicatebomb.dm
+++ b/code/game/machinery/syndicatebomb.dm
@@ -7,8 +7,8 @@
icon_state = "syndicate-bomb"
desc = "A large and menacing device. Can be bolted down with a wrench."
- anchored = 0
- density = 0
+ anchored = FALSE
+ density = FALSE
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/game/machinery/transformer.dm b/code/game/machinery/transformer.dm
index 1f21199521a..846c39917b3 100644
--- a/code/game/machinery/transformer.dm
+++ b/code/game/machinery/transformer.dm
@@ -4,8 +4,8 @@
icon = 'icons/obj/recycling.dmi'
icon_state = "separator-AO1"
layer = MOB_LAYER+1 // Overhead
- anchored = 1
- density = 1
+ anchored = TRUE
+ density = TRUE
/// TRUE if the factory can transform dead mobs.
var/transform_dead = TRUE
/// TRUE if the mob can be standing and still be transformed.
diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm
index 7e373b2657f..27ea6f63022 100644
--- a/code/game/machinery/vending.dm
+++ b/code/game/machinery/vending.dm
@@ -87,7 +87,7 @@
// Things that can go wrong
/// Allows people to access a vendor that's normally access restricted.
- emagged = 0
+ emagged = FALSE
/// Shocks people like an airlock
var/seconds_electrified = 0
/// Fire items at customers! We're broken!
diff --git a/code/game/machinery/washing_machine.dm b/code/game/machinery/washing_machine.dm
index c585d04b885..5123417bf4d 100644
--- a/code/game/machinery/washing_machine.dm
+++ b/code/game/machinery/washing_machine.dm
@@ -3,8 +3,8 @@
desc = "Gets rid of those pesky bloodstains, or your money back!"
icon = 'icons/obj/machines/washing_machine.dmi'
icon_state = "wm_10"
- density = 1
- anchored = 1.0
+ density = TRUE
+ anchored = TRUE
var/state = 1
//1 = empty, open door
//2 = empty, closed door
@@ -14,12 +14,10 @@
//6 = blood, open door
//7 = blood, closed door
//8 = blood, running
- var/panel = 0
- //0 = closed
- //1 = open
- var/hacked = 1 //Bleh, screw hacking, let's have it hacked by default.
- //0 = not hacked
- //1 = hacked
+ var/panel = FALSE
+ //FALSE = closed
+ //TRUE = open
+ var/hacked = TRUE //Bleh, screw hacking, let's have it hacked by default.
var/gibs_ready = 0
var/obj/crayon