Code Readability - Machinery (#18153)

* machinery

* comment change as per suggestion

Co-authored-by: moxian <moxian@users.noreply.github.com>

* added always_gib var to recycler as per recomendation

Co-authored-by: moxian <moxian@users.noreply.github.com>
This commit is contained in:
KalevTait
2022-07-05 14:38:47 +01:00
committed by GitHub
parent 52f3323760
commit bdf50ea894
43 changed files with 188 additions and 189 deletions

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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.

View File

@@ -173,12 +173,12 @@
var/mob/living/silicon/ai/U = usr
U.cameraFollow = target
U.tracking = 1
U.tracking = TRUE
to_chat(U, "<span class='notice'>Attempting to track [target.get_visible_name()]...</span>")
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, "<span class='warning'>Target is not near any active cameras.</span>")
@@ -194,14 +194,14 @@
return
if(!target.can_track(usr))
U.tracking = 1
U.tracking = TRUE
if(!cameraticks)
to_chat(U, "<span class='warning'>Target is not near any active cameras. Attempting to reacquire...</span>")
cameraticks++
if(cameraticks > 9)
U.cameraFollow = null
to_chat(U, "<span class='warning'>Unable to reacquire, cancelling track...</span>")
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))

View File

@@ -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

View File

@@ -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()

View File

@@ -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

View File

@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -11,12 +11,12 @@ FIRE ALARM
desc = "<i>\"Pull this in case of emergency\"</i>. 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?

View File

@@ -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

View File

@@ -144,6 +144,6 @@
return ..()
/obj/machinery/floodlight/extinguish_light()
on = 0
on = FALSE
set_light(0)
update_icon()

View File

@@ -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

View File

@@ -36,7 +36,7 @@
icon_state = "guest"
icon_screen = "pass"
icon_keyboard = null
density = 0
density = FALSE
var/obj/item/card/id/scan

View File

@@ -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()

View File

@@ -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

View File

@@ -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)

View File

@@ -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)

View File

@@ -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, "<span class='notice'>You open the maintenance hatch of [src].</span>")
else
panel_open = 0
panel_open = FALSE
icon_state = icon_state_closed
to_chat(user, "<span class='notice'>You close the maintenance hatch of [src].</span>")
I.play_tool_sound(user, I.tool_volume)

View File

@@ -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

View File

@@ -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, "<span class='notice'>You anchor \the [src]!</span>")
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, "<span class='notice'>You de-anchored \the [src]!</span>")
return 1
if(2) // Welded to the floor

View File

@@ -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"

View File

@@ -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()

View File

@@ -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

View File

@@ -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, "<span class='warning'>You disable \the [src]'s temperature safeguards.</span>")//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

View File

@@ -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, "<span class='warning'>[src] is unpowered!</span>")
teleporting = 0
teleporting = FALSE
return
if(!linked_pad || QDELETED(linked_pad) || linked_pad.stat & NOPOWER)
to_chat(user, "<span class='warning'>Linked pad is not responding to ping. Teleport aborted.</span>")
teleporting = 0
teleporting = FALSE
return
teleporting = 0
teleporting = FALSE
last_teleport = world.time
// use a lot of power

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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()

View File

@@ -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)

View File

@@ -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, "<span class='notice'>You activate the beacon.</span>")
@@ -137,7 +137,7 @@
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
active = FALSE
if(user)
to_chat(user, "<span class='notice'>You deactivate the beacon.</span>")

View File

@@ -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

View File

@@ -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.

View File

@@ -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!

View File

@@ -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